Skywalker
Legendary Pubber
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- May 3, 2017
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That is a certainly a factor that I struggled with at the start. However, like the moves, I think it proves to be a theoretical issue mostly.I think for many people, if they can get used to that, then the moves and such don’t seem problematic. But even still, there will always be people who simply don’t enjoy a given game.
It’s pretty rare in play for the GM to want to make a move but one of the three most common triggers don’t apply. Golden opportunity and when the players look to the GM are pretty common occurrences, and the former is pretty much any situation where the narrative demands the GM to narrate something in response.
I have found I have most struggled with the three triggers is where the game is treading water. It’s a timely reminder that if the players are looking at you for what to do next, then the GM should be looking to fuel momentum by introducing stuff that compels the PCs into action.
The one area where it is clear that the GM should not interfere with is when the PC succeeds. Essentially, the GM should let the success ride. As you say, this is partially to deal with the issue where a GM can continue to influence the impact of successful roll in a traditional game, sometimes to effectively unwind or diminish a success.
Cast in a more positive light, I think this concept is important for letting both player and GM play to find out what happens. Both sides take their hands off the control when a move kicks in and the move makes it clear who does what once the dice are rolled. This also is an important aspect of why PbtA is a GM prep light game, as it gives the GM and players greater confidence that the PCs’ actions have more involvement in the direction of the story.