I guess you could argue that driving to work is a detail in the story of your day. But you’re not a fictional character like the ones in these games, so I’d say that falls outside the parameters of the discussion.
In every single instance, the result is a story. Stories are driven by plot. Plot features events, and are driven by action. Action is “what characters do.” If I’m roleplaying, I’m functioning as a driver of the action. I’m pursuing a goal, driven by my motivation. I’ll succeed, or fail, or...
None of this has any bearing on the result, which is what I’m focusing on. If I have characters, a sequence of events, conflict, then the result is a goddamned story, whether I like it or not. You’re assuming that “story” requires a preset framework, and must be driven by a single point of view...
So what do they create then? just some sort of random, nonsequential, non sequitur phonebook list of random things?
I have never understood resistance of this type when it comes to discussion of what happens in a game. especially when you consider that we are talking about an activity where...
I dunno. The most basic definition of plot is “sequence of events,” or, more generally, “what happened.” It it can be recounted…feels like you got yourself a bit of a story there, pard.
Right. And you end up making a lot of moves just based on:
When everyone looks to you to find out what happens
...which is almost all the damned time.:-)
I’m not changing the rules. The mechanisms are the same. In situations that aren’t necessarily (or adequately) covered by the book, I make a call based on my judgment of how the mechanisms work, then I apply them (if necessary). I would argue here that following the stated DW GM principles...
And you’d be correct. Having run DW for years now, we haven’t done anything different than we did with other systems, outside the action resolution mechanic. If anything, I’m less constrained, because I can run more situations on the fly than I could with a heavier system. But really, aren’t GMs...
Are we trying to get anywhere here, or just win an argument on a technicality (or maybe by just “outstubborning” the other party)? Because it’s starting to give me shuddering flashbacks of coaching high school debate, where exposing a truth (or two) just wasn’t the point.
Couple things:
First, your percentages do not reflect modifiers. Characters using their best skills won’t flat out fail near as often (esp. after they’ve leveled a few times).
Second, a 6- result isn’t immediately a catastrophic failure, like a ‘1’ on a d20 might be. You don’t even have to...
Most of the time, whatever you’re doing as the GM fits one of the moves anyway. Deal damage. Use up resources. Reveal in unwelcome truth, etc. The moves DO mean something, but I find I don’t refer to the list much since I’m reacting through reading the situation. I think, if you’re an...
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