Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Why do RPGs have rules?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 9016604" data-attributes="member: 42582"><p>Pacing is a thing that I think DW and similar games handle well.</p><p></p><p>But that's not the main point I've been making.</p><p></p><p>I apologise for pedantry that you are likely to find annoying, but the difference between your "when the players declare a move, it happens unless the GM makes a GM move" and what I have said about DW is significant. What I have said is "when a player says what their PC does, either it triggers a player-side move (under the principle "if you do it, you do it") which is then resolved, or else the GM makes a move in response, typically a soft move but under limited conditions (that are spelled out) a hard move)".</p><p></p><p>The varieties of permitted soft moves are spelled out (not in terms of fictional details, but in terms of abstract narrative types). Roughly speaking, they all involve increasing the tension ("rising action") without thwarting the aspiration that lies behind the action declared by the player for their PC.</p><p></p><p>So if the players declare "We leave the dome looking for the enemy's installation" and - for the sake of the example - that does not trigger a player-side move, then the GM makes a soft move. Two examples I think of straight away are "As you cross the barren terrain, the horizon turns from a dull yellow to a deep red: it looks like a dust storm is rising" (this is an example of <em>announcing future badness</em>) and "You can see the installation in the distance. It's built into a rocky outcropping, and the entrance is covered by a pillbox sitting on another bit of rock opposite it" (this is an example of <em>providing an opportunity, with a cost</em>). (The second one is, roughly, what I ended up doing in Traveller when I worked out the published game rules weren't going to help me.)</p><p></p><p>The game continues in this vein until either a hard move is made by the GM or a player-side move is triggered. A GM hard move permits the GM to narrate new stuff that makes the PCs' situation concretely worse here-and-now: suppose, for instance, that - following the second example I gave - the player declares "I walk up to the entrance and knock on it", that counts as handing the GM an opportunity on a plate, which is one condition permitting a hard move. So the GM might respond: "A rifle shot is fired from the pillbox. Your vacc-suit blunts much of its force, but you still take 1 harm, and there's a hole in your suit. What do you do?"</p><p></p><p>In my Traveller game, what actually happened was that the PCs sneaked up on the pillbox, edging along the rocks. And this is something for which Classic Traveller does have a rule - there is a nice little subsystem for resolving manoeuvring in vacc suits, which is highly analogous to a DW player-side move. So I called for an appropriate check, and the player failed, and so (to use DW terminology, which is not out of place in Classic Traveller for the reason I just gave) and so I made the move that the rule told me to, namely a "harder" but not maximally hard move: "One of the hoses on your suit has become snared on a protrusion of rock: what do you do?" Exactly the same sort of dynamic would play out in DW (the player side move would be Defy Danger; or, in Apocalypse World it would be Acting Under Fire - the name of that move is metaphorical, with "fire" encompassing any risk or threat or situation which makes it hard for the character to keep their cool.</p><p></p><p>There's never a point in AW (or DW) play in which the rules don't stipulate who is licensed to add to the fiction, within what constraints: players say what their PCs do, and the GM does everything else making either soft or hard moves as the rules dictate. As [USER=71699]@clearstream[/USER] has pointed out, many times the rules take as their input the state of the fiction (eg see my example just above of acting under fire), and the technique for settling that fiction, if it's unclear, is a series of consensus-building tools, the most fundamental of which is the GM asking questions of the players.</p><p></p><p>There are two reasons why the players do not always want to hedge and downplay the fiction so as to avoid triggering player-side moves: (i) basic principles of sincerity and pleasure in the unfolding events, but also and importantly (ii) sometimes they want to achieve decisive results for their PCs, rather than simply have the escalation of soft moves by the GM, and hence need to trigger player-sie moves.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9016604, member: 42582"] Pacing is a thing that I think DW and similar games handle well. But that's not the main point I've been making. I apologise for pedantry that you are likely to find annoying, but the difference between your "when the players declare a move, it happens unless the GM makes a GM move" and what I have said about DW is significant. What I have said is "when a player says what their PC does, either it triggers a player-side move (under the principle "if you do it, you do it") which is then resolved, or else the GM makes a move in response, typically a soft move but under limited conditions (that are spelled out) a hard move)". The varieties of permitted soft moves are spelled out (not in terms of fictional details, but in terms of abstract narrative types). Roughly speaking, they all involve increasing the tension ("rising action") without thwarting the aspiration that lies behind the action declared by the player for their PC. So if the players declare "We leave the dome looking for the enemy's installation" and - for the sake of the example - that does not trigger a player-side move, then the GM makes a soft move. Two examples I think of straight away are "As you cross the barren terrain, the horizon turns from a dull yellow to a deep red: it looks like a dust storm is rising" (this is an example of [I]announcing future badness[/I]) and "You can see the installation in the distance. It's built into a rocky outcropping, and the entrance is covered by a pillbox sitting on another bit of rock opposite it" (this is an example of [I]providing an opportunity, with a cost[/I]). (The second one is, roughly, what I ended up doing in Traveller when I worked out the published game rules weren't going to help me.) The game continues in this vein until either a hard move is made by the GM or a player-side move is triggered. A GM hard move permits the GM to narrate new stuff that makes the PCs' situation concretely worse here-and-now: suppose, for instance, that - following the second example I gave - the player declares "I walk up to the entrance and knock on it", that counts as handing the GM an opportunity on a plate, which is one condition permitting a hard move. So the GM might respond: "A rifle shot is fired from the pillbox. Your vacc-suit blunts much of its force, but you still take 1 harm, and there's a hole in your suit. What do you do?" In my Traveller game, what actually happened was that the PCs sneaked up on the pillbox, edging along the rocks. And this is something for which Classic Traveller does have a rule - there is a nice little subsystem for resolving manoeuvring in vacc suits, which is highly analogous to a DW player-side move. So I called for an appropriate check, and the player failed, and so (to use DW terminology, which is not out of place in Classic Traveller for the reason I just gave) and so I made the move that the rule told me to, namely a "harder" but not maximally hard move: "One of the hoses on your suit has become snared on a protrusion of rock: what do you do?" Exactly the same sort of dynamic would play out in DW (the player side move would be Defy Danger; or, in Apocalypse World it would be Acting Under Fire - the name of that move is metaphorical, with "fire" encompassing any risk or threat or situation which makes it hard for the character to keep their cool. There's never a point in AW (or DW) play in which the rules don't stipulate who is licensed to add to the fiction, within what constraints: players say what their PCs do, and the GM does everything else making either soft or hard moves as the rules dictate. As [USER=71699]@clearstream[/USER] has pointed out, many times the rules take as their input the state of the fiction (eg see my example just above of acting under fire), and the technique for settling that fiction, if it's unclear, is a series of consensus-building tools, the most fundamental of which is the GM asking questions of the players. There are two reasons why the players do not always want to hedge and downplay the fiction so as to avoid triggering player-side moves: (i) basic principles of sincerity and pleasure in the unfolding events, but also and importantly (ii) sometimes they want to achieve decisive results for their PCs, rather than simply have the escalation of soft moves by the GM, and hence need to trigger player-sie moves. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why do RPGs have rules?
Top