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Why defend railroading?
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<blockquote data-quote="pemerton" data-source="post: 8347092" data-attributes="member: 42582"><p>Your swimming example made me think of how this would work in AW or DW.</p><p></p><p>There's no "swim" ability in those games. So if the player has his/her PC dive into water, the GM just has to make a move as standard. Now unless the player has handed the GM a "golden opportunity" - eg the water in question is Dagon's Vortex of Certain Death - it might be a bit rude to make a terribly hard move (and <em>OK, you drown </em>doesn't really seem like being a fan of the character). So the GM probably goes with a soft move - <em>You feel the current start to tug you away from your companions </em>or <em>You see a giant eel snaking its way towards you</em> - and then plays off that. In DW this sort of thing might well move into Defy Danger. In AW it might, or might not move into Acting Under Fire (which is a bit more specific than DW's Defy Danger).</p><p></p><p>My conclusion is that "comprehensive rules" can include mechanical frameworks, or principles that govern narration of "what happens next", or both. Either way, I agree that rule zero doesn't have work to do.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8347092, member: 42582"] Your swimming example made me think of how this would work in AW or DW. There's no "swim" ability in those games. So if the player has his/her PC dive into water, the GM just has to make a move as standard. Now unless the player has handed the GM a "golden opportunity" - eg the water in question is Dagon's Vortex of Certain Death - it might be a bit rude to make a terribly hard move (and [I]OK, you drown [/I]doesn't really seem like being a fan of the character). So the GM probably goes with a soft move - [I]You feel the current start to tug you away from your companions [/I]or [I]You see a giant eel snaking its way towards you[/I] - and then plays off that. In DW this sort of thing might well move into Defy Danger. In AW it might, or might not move into Acting Under Fire (which is a bit more specific than DW's Defy Danger). My conclusion is that "comprehensive rules" can include mechanical frameworks, or principles that govern narration of "what happens next", or both. Either way, I agree that rule zero doesn't have work to do. [/QUOTE]
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