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Why do RPGs have rules?
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<blockquote data-quote="aramis erak" data-source="post: 9033627" data-attributes="member: 6779310"><p>I also found Baker's writing to be too deeply into the weeds of Forge-speak to grasp on first 3 reads. So I got help. (From Luke Crane and Thor Olavsruud)...</p><p>Still haven't (and won't) play nor run AW - I don't care for the setting elements included. But one particular PBTA game has my interest (MASHed). </p><p></p><p>The most important element that's different is the way actions happen. Players narrate until...</p><ul> <li data-xf-list-type="ul">they narrate doing something covered by a move</li> <li data-xf-list-type="ul">they pass off to another player</li> </ul><p>If no one is ready to narrate, the GM then does a move. Usually not one of the majorly unpleasant ones.</p><p></p><p>Moves are always thematic to the ruleset's setting tropes; they're about bringing the pain when you don't get full success. They're the only actions which get rolled; others are all in "say yes" mode.</p><p>Moves have 3 outcomes: Success, partial success, or failure. Partial may be literal partial, or may be success with complication. Whichever way, it's over, move on</p><p></p><p>If you narrate doing something that's within scope for a move, narration stops, and the dice get rolled.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9033627, member: 6779310"] I also found Baker's writing to be too deeply into the weeds of Forge-speak to grasp on first 3 reads. So I got help. (From Luke Crane and Thor Olavsruud)... Still haven't (and won't) play nor run AW - I don't care for the setting elements included. But one particular PBTA game has my interest (MASHed). The most important element that's different is the way actions happen. Players narrate until... [LIST] [*]they narrate doing something covered by a move [*]they pass off to another player [/LIST] If no one is ready to narrate, the GM then does a move. Usually not one of the majorly unpleasant ones. Moves are always thematic to the ruleset's setting tropes; they're about bringing the pain when you don't get full success. They're the only actions which get rolled; others are all in "say yes" mode. Moves have 3 outcomes: Success, partial success, or failure. Partial may be literal partial, or may be success with complication. Whichever way, it's over, move on If you narrate doing something that's within scope for a move, narration stops, and the dice get rolled. [/QUOTE]
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