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What makes an TTRPG a "Narrative Game" (Apocalypse World Discussion)
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<blockquote data-quote="pemerton" data-source="post: 9323748" data-attributes="member: 42582"><p>These are two very good posts. I think the second, in particular, is important in relation to DW Bonds. A similar sort of point could be made about Burning Wheel Beliefs.</p><p></p><p>Here, on the other hand, we find ourselves in disagreement. I'll explain.</p><p></p><p>The basic structure of AW play is (1) GM makes a soft move, (2) player declares an action for their PC, then either (3a) GM makes a move (soft or hard, as appropriate) in response to (2) or else (3b) player rolls the dice to resolve a move that is triggered by their (2). (3a) will be followed by another (2). (3b) will be followed by (3a) and then another (2).</p><p></p><p>In this basic structure, the only opportunity that a <em>player</em> has to resolve the rising action via some sort of climax - even just a local/immediate one - is by triggering a move and hence disrupting the (1), (2), (3a), (2) etc cycle of play.</p><p></p><p>And there are ultimately only two moves by which players can do that: seizing by force, or seducing /manipulating a NPC. (Going aggro, even if fully successful, still lets the player of the other character have the last word.)</p><p></p><p>So AW <em>does</em> say something. I mean, in principle the game could have an action, <em>when you make a point to someone motivated by your sincere love for them</em>. But it doesn't! The fact that seizing by force, and seducing or manipulating, are the two pathways to finality in resolution is the game saying something about the situations that it presents.</p><p></p><p>Of course a player can respond to the game's opinion on these matters as they wish - for instance, renounce violence and drive off into the desert sunset - but that's likely to be the end of the game.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9323748, member: 42582"] These are two very good posts. I think the second, in particular, is important in relation to DW Bonds. A similar sort of point could be made about Burning Wheel Beliefs. Here, on the other hand, we find ourselves in disagreement. I'll explain. The basic structure of AW play is (1) GM makes a soft move, (2) player declares an action for their PC, then either (3a) GM makes a move (soft or hard, as appropriate) in response to (2) or else (3b) player rolls the dice to resolve a move that is triggered by their (2). (3a) will be followed by another (2). (3b) will be followed by (3a) and then another (2). In this basic structure, the only opportunity that a [I]player[/I] has to resolve the rising action via some sort of climax - even just a local/immediate one - is by triggering a move and hence disrupting the (1), (2), (3a), (2) etc cycle of play. And there are ultimately only two moves by which players can do that: seizing by force, or seducing /manipulating a NPC. (Going aggro, even if fully successful, still lets the player of the other character have the last word.) So AW [I]does[/I] say something. I mean, in principle the game could have an action, [I]when you make a point to someone motivated by your sincere love for them[/I]. But it doesn't! The fact that seizing by force, and seducing or manipulating, are the two pathways to finality in resolution is the game saying something about the situations that it presents. Of course a player can respond to the game's opinion on these matters as they wish - for instance, renounce violence and drive off into the desert sunset - but that's likely to be the end of the game. [/QUOTE]
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