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<blockquote data-quote="pemerton" data-source="post: 9043793" data-attributes="member: 42582"><p>Here is Vincent Baker, from the AW rulebook (p 115), on how <em>the GM</em> can disclaim decision-making:</p><p></p><p style="margin-left: 20px"><strong>Sometimes, disclaim decision-making</strong>. In order to play to find out what happens, you’ll need to pass decision-making off sometimes. Whenever something comes up that you’d prefer not to decide by personal whim and will, <em>don’t</em>. The game gives you four key tools you can use to disclaim responsibility: you can <strong>put it in your NPCs’ hands</strong>, you can <strong>put it in the players’ hands</strong>, you can <strong>create a countdown</strong>, or you can <strong>make it a stakes question</strong>.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Say that there’s an NPC whose life the players have come to care about, for instance, and you don’t feel right about just deciding when and whether to kill her off:</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">You can (1) <strong>put it in your NPCs’ hands</strong>. Just ask yourself, in this circumstance, is Birdie really going to kill her? If the answer’s yes, she dies. If it’s no, she lives. Yes, this leaves the decision in your hands, but it gives you a way to make it with integrity.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">You can (2) <strong>put it in the players’ hands</strong>. For instance, “Dou’s been shot, yeah, she’s shuddering and going into shock. What do you do?” If the character helps her, she lives; if the character doesn’t or can’t, she dies. You could even create a custom move for it, if you wanted, to serve the exact circumstances. See the moves snowball chapter, page 151, and the advanced f***ery chapter, page 267.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">You can (3) <strong>create a countdown</strong>. See the countdown section in the fronts chapter, page 143. Just sketch a quick countdown clock. Mark 9:00 with “she gets hurt,” 12:00 with “she dies.” Tick it up every time she goes into danger, and jump to 9:00 if she’s in the line of fire. This leaves it in your hands, but gives you a considered and concrete plan, instead of leaving it to your whim.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Or you can (4) <strong>make it a stakes question</strong>. See the stakes section in the fronts chapter, page 145.“Will Dou live through all this?” Now you’ve promised yourself not to just answer it yourself, yes or no, she lives or she dies. Whenever it comes up, you <em>must </em>give the answer over to your NPCs, to the players’ characters, to the game’s moves, or to a countdown, no cheating.</p><p></p><p>Here are pp 145-6 on Stakes:</p><p></p><p style="margin-left: 20px">Stakes should be concrete, absolute, irrevocable in their consequences. People’s lives. Maybe not necessarily their lives <em>or deaths</em>, at least not every time, but always materially significant changes to their lives. Resolving the outstanding question means that nothing will ever be the same for them.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">They should also be things you’re genuinely interested in finding out, not in deciding. It’s the central act of discipline that MCing Apocalypse World requires: when you write a question as a stake, you’re committing to not answer it yourself. You’re committing to let the game’s fiction’s own internal logic and causality, driven by the players’ characters, answer it.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">That’s the discipline and also the reward. Your control over your NPCs’ fates is absolute. They’re your little toys, you can do anything to them you choose. Raise them up and mow them down. Disclaiming responsibility for the two or three of them you like best is a relief. And when you write down a question you’re genuinely interested in, letting the game’s fiction answer it is uniquely satisfying.</p><p></p><p>The approaches that Baker sets out here seem pretty close to some of the GMing techniques associated with "simulationist" RPGing.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9043793, member: 42582"] Here is Vincent Baker, from the AW rulebook (p 115), on how [I]the GM[/I] can disclaim decision-making: [INDENT][B]Sometimes, disclaim decision-making[/B]. In order to play to find out what happens, you’ll need to pass decision-making off sometimes. Whenever something comes up that you’d prefer not to decide by personal whim and will, [I]don’t[/I]. The game gives you four key tools you can use to disclaim responsibility: you can [B]put it in your NPCs’ hands[/B], you can [B]put it in the players’ hands[/B], you can [B]create a countdown[/B], or you can [B]make it a stakes question[/B].[/INDENT] [INDENT][/INDENT] [INDENT]Say that there’s an NPC whose life the players have come to care about, for instance, and you don’t feel right about just deciding when and whether to kill her off:[/INDENT] [INDENT][/INDENT] [INDENT]You can (1) [B]put it in your NPCs’ hands[/B]. Just ask yourself, in this circumstance, is Birdie really going to kill her? If the answer’s yes, she dies. If it’s no, she lives. Yes, this leaves the decision in your hands, but it gives you a way to make it with integrity.[/INDENT] [INDENT][/INDENT] [INDENT]You can (2) [B]put it in the players’ hands[/B]. For instance, “Dou’s been shot, yeah, she’s shuddering and going into shock. What do you do?” If the character helps her, she lives; if the character doesn’t or can’t, she dies. You could even create a custom move for it, if you wanted, to serve the exact circumstances. See the moves snowball chapter, page 151, and the advanced f***ery chapter, page 267.[/INDENT] [INDENT][/INDENT] [INDENT]You can (3) [B]create a countdown[/B]. See the countdown section in the fronts chapter, page 143. Just sketch a quick countdown clock. Mark 9:00 with “she gets hurt,” 12:00 with “she dies.” Tick it up every time she goes into danger, and jump to 9:00 if she’s in the line of fire. This leaves it in your hands, but gives you a considered and concrete plan, instead of leaving it to your whim.[/INDENT] [INDENT][/INDENT] [INDENT]Or you can (4) [B]make it a stakes question[/B]. See the stakes section in the fronts chapter, page 145.“Will Dou live through all this?” Now you’ve promised yourself not to just answer it yourself, yes or no, she lives or she dies. Whenever it comes up, you [I]must [/I]give the answer over to your NPCs, to the players’ characters, to the game’s moves, or to a countdown, no cheating.[/INDENT] Here are pp 145-6 on Stakes: [indent]Stakes should be concrete, absolute, irrevocable in their consequences. People’s lives. Maybe not necessarily their lives [I]or deaths[/I], at least not every time, but always materially significant changes to their lives. Resolving the outstanding question means that nothing will ever be the same for them. They should also be things you’re genuinely interested in finding out, not in deciding. It’s the central act of discipline that MCing Apocalypse World requires: when you write a question as a stake, you’re committing to not answer it yourself. You’re committing to let the game’s fiction’s own internal logic and causality, driven by the players’ characters, answer it. That’s the discipline and also the reward. Your control over your NPCs’ fates is absolute. They’re your little toys, you can do anything to them you choose. Raise them up and mow them down. Disclaiming responsibility for the two or three of them you like best is a relief. And when you write down a question you’re genuinely interested in, letting the game’s fiction answer it is uniquely satisfying.[/indent] The approaches that Baker sets out here seem pretty close to some of the GMing techniques associated with "simulationist" RPGing. [/QUOTE]
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