Barf Forth Apocalyptica

powered by the apocalypse => Dungeon World => Topic started by: Kneller on July 20, 2014, 10:30:59 AM

Title: new player/GM exploring the system
Post by: Kneller on July 20, 2014, 10:30:59 AM
I just heard about this game recently and thought I'd check it out. I've been reading what I can about it online, but I think my information is incomplete. There are a couple things I'm wondering.

I heard this was released under the OGL. Is there a pdf or hypertext srd available? I checked out the beginners guide link on the top of the forum and requested access to whatever that is, though I think I need to wait a bit for a response.

Based on what I've read. You basically roll 2d6 for an action and anything 10+ is a success, whereas 7-9 is a success, but it's going to cost you something (probably serious). So, basically, characters have only about an 8% chance to just succeed at anything without costs and a 41% chance of something really bad happening? It seems kind of harsh. Is there something I'm not understanding?

Thanks.
Title: Re: new player/GM exploring the system
Post by: Munin on July 20, 2014, 02:10:27 PM
In most cases you are adding an attribute (which generally range from -2 to +3) to your 2D6 roll, so it's a little bit broader a range depending on the circumstances.

Also, 10+ on 2D6 is a 16.67% chance, and with 7 being a partial success, characters with a +0 attribute will succeed (in some fashion) significantly more than 50% of the time, so it's not that harsh.  And a character with a +3 attribute will only fail 6.3% of the time.

Finally, the partial success range is where the "Powered by the Apocalypse" games really shine, because they are an opportunity to add drama and complication to the story.  7-9 is where all the magic lives.
Title: Re: new player/GM exploring the system
Post by: Kneller on July 20, 2014, 10:46:16 PM
It's the 7-9 that makes me nervous.  I've been watching some videos online, and different groups do it differently. Some use 10+ to have something great happen so 7-9 is just ordinary or weak success, but nothing bad happens. Other groups use a 7-9 to whittle away at a character's inventory/health/or other resources, and they really get boned on a 6-.

Speaking of 6-, a +3 is great, but I'm figuring a lot more rolls are happening at the -1 to +1 range. Honestly, I'm not sure why anyone would want to take a chance at anything with a negative modifier. In that case, you have about a 60% chance or more to outright fail. Less than -1, you can pretty much bank on it. I'm cool with twists from things not working out exactly right, but this appears to me to be a statistical tragedy, no?
Title: Re: new player/GM exploring the system
Post by: Munin on July 20, 2014, 11:57:26 PM
Why roll at a negative modifier?  Because in Dungeon World at least you get experience for failed rolls.  In straight-up Apocalypse World, you get experience any time you roll a highlighted stat, regardless of outcome.

Also, the principle of "to do it, do it" (or the DW equivalent) is usually in place.  So if your character is doing something that triggers a move, you roll.  If I am trying to walk along the narrow stone ledge outside the Countess' window in order to hide from the Count's unexpected (and untimely) return, well, that sounds like Defy Danger, so the GM is going to call for a roll+DEX.  If my DEX sucks, well, maybe I should have tried to fast talk my way out of getting caught with the nobleman's wife by Defying Danger with a roll+CHA instead.  But both methods come with their own ramifications for fictional positioning.  "You pays your money, you takes your choice," as my grandfather always used to say.
Title: Re: new player/GM exploring the system
Post by: noclue on July 21, 2014, 02:13:24 AM
I heard this was released under the OGL. Is there a pdf or hypertext srd available? I checked out the beginners guide link on the top of the forum and requested access to whatever that is, though I think I need to wait a bit for a response.[
I think it's creative commons. I think the SRD can be found here. http://www.dungeonworldsrd.com/

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Based on what I've read. You basically roll 2d6 for an action and anything 10+ is a success, whereas 7-9 is a success, but it's going to cost you something (probably serious). So, basically, characters have only about an 8% chance to just succeed at anything without costs and a 41% chance of something really bad happening? It seems kind of harsh. Is there something I'm not understanding?
You're way oversimplifying. First, there are a list of moves and they often specify what happens on a 7-9, like so:

Discern Realities
When you closely study a situation or person, roll+Wis. ?On a 10+, ask the GM 3 questions from the list below. ?On a 7–9, ask 1.
Either way, take +1 forward when acting on the answers.
• What happened here recently?
• What is about to happen?
• What should I be on the lookout for?
• What here is useful or valuable to me?
• Who’s really in control here?
• What here is not what it appears to be?

So, on a 7-9 you only get to ask one question. Not so serious.

And on a 6 or less it isn't something "really bad happens." The GM gets to make as hard a move as they like. That may be damage, or you may be separated, or you may lose some stuff, or it may just mean that the GM "reveals an imminent threat," depending on what fits the moment. It's not necessarily a tragedy.
Title: Re: new player/GM exploring the system
Post by: Borogove on July 21, 2014, 10:06:44 AM
It's worth noting that the six stat modifiers for a starting character will be +2, +1, +1, +0, +0, -1. The player will normally want to arrange to play to his strengths (e.g. INT +2 for a Wizard, who uses it on his Cast A Spell roll), but sometimes circumstances will require them to make a move with one of their worse stats.

As mentioned above, the 7-9 results are fairly clearly written out in the moves, but usually give the player some degree of choice in the outcome, as well. Sometimes the choices will be easy and sometimes they'll be hard, but at least the player gets some agency.
Title: Re: new player/GM exploring the system
Post by: Kneller on July 21, 2014, 10:23:05 AM
Do you have any idea why an AV would flag that link? I can read it fine on my Linux computer, but Windows does not like that site.

And thanks for clarifying on the less than positive results. I was aware that some moves still helped you at ]7-9 results, but I was under the impression that was  a rare thing.

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Why roll at a negative modifier?  Because in Dungeon World at least you get experience for failed rolls.

XP is good, I don't see how it's worth it for a move that you're going to fail more than 50% of the time. I would think that one would get more than enough XP from failure with moves in which one is proficient. Even with a +2, you're still failing 1 in 6. That could be a decent bit of XP over the course of a session, and failing 1 in 6 is going to take a much smaller toll on your resources than failing 2 out of 3. Right?

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It's worth noting that the six stat modifiers for a starting character will be +2, +1, +1, +0, +0, -1. The player will normally want to arrange to play to his strengths (e.g. INT +2 for a Wizard, who uses it on his Cast A Spell roll), but sometimes circumstances will require them to make a move with one of their worse stats.

I didn't know that about the starting stats, thanks for that info. For some reason, something I read had me thinking it was along the +3 to -3 range. I don't see negative modifiers as a big game over for the system. I'm picturing a Wizard with Strength -2 trying to push a troll or whatever off a cliff. Naturally, the odds should be against the Wizard in that situation. But all the same, there's a lot of action happening in the +/-1 to 2 range considering the distribution of 2d6.

Side note, is there any way to account for task difficulty? For example, scaling a dangerous cliff vs. scaling a dangerous cliff in the middle of a blizzard without proper equipment. Do you just throw a modifier into the mix?
Title: Re: new player/GM exploring the system
Post by: noclue on July 21, 2014, 11:03:02 AM
I'm picturing a Wizard with Strength -2 trying to push a troll or whatever off a cliff. Naturally, the odds should be against the Wizard in that situation. But all the same, there's a lot of action happening in the +/-1 to 2 range considering the distribution of 2d6.
A wizard with a -1 STR shouldn't try push a troll off a cliff. He should trick him with his +2 intelligence.

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Side note, is there any way to account for task difficulty? For example, scaling a dangerous cliff vs. scaling a dangerous cliff in the middle of a blizzard without proper equipment. Do you just throw a modifier into the mix?
Using a modifier would be creating your own custom move. It can be done, but it's pretty boring and most people don't bother with that. Instead, GMs modify the number of times they trigger moves and the effects those moves have on the fiction when they want a task to be more difficult.
Title: Re: new player/GM exploring the system
Post by: Munin on July 21, 2014, 02:41:19 PM
What noclue said.  In most cases, the "difficulty" is used not to modify the roll itself but to inform what happens under a partial success.  So it's not necessarily that you're more likely to fail, but maybe that the cost of that failure is more dire.

For example, you are scaling a dangerous cliff, which the GM deems requires you to Defy Danger.  In many cases it's up to you to dictate how you do that, so long as the fictional position supports it.  So you could say, "As nimbly as a human spider, I climb the cliff, taking advantage of every nook and cranny as hand- and foot-holds," (roll+DEX) or "I'm going to jam spikes into the rock with my bare hands, fashioning a ladder for myself as I go," (roll+STR).

When you get a partial success, the GM is going to offer you a worse outcome, a hard bargain, or an ugly choice.  The severity of that effect is going to be based on the fiction.  So if it's just a dangerous cliff, the GM might offer a substantial delay (a worse outcome), have you drop a bit of gear (a hard bargain), or make it your call between the two (an ugly choice).  If it's a dangerous cliff in a blizzard without equipment, it might be a substantial delay during which you suffer D3 (ap) points of damage from frostbite (a worse outcome), the loss of all of your daggers and knives, which you used as impromptu climbing spikes (a hard bargain), or a choice between whether you want to lash yourself to your henchman and both take damage when he falls, or whether you want to cut him loose, thereby escaping damage yourself but letting him fall to his death (an ugly choice).

In all of the above cases you succeed (meaning you will eventually make it to the top of the cliff), it's just a matter of what it costs you.  The more dangerous case typically costs you more.  That's why I said that 7-9 is where the magic is.  It's the range where the GM gets to use the fiction to its greatest effect.

But even in the case of a complete success, the GM is free to use the fiction to set the conditions and circumstances of the success.  So if you roll a 10+, the GM is well within his rights to tell you that it takes you an hour (to scale the dangerous cliff) or all day (to scale the dangerous cliff with no gear during a raging blizzard), because it stands to reason that one case requires a lot more care, backtracking, and minor mishaps than the other.
Title: Re: new player/GM exploring the system
Post by: Kneller on July 21, 2014, 03:49:32 PM
I'm starting to see what you mean. My own gaming background (mostly D&D, though that's probably apparent) never really did much with partial success. With the cliff climbing example, if you failed your roll, you'd fall and take something d6 damage per 10 ft. or something like that.

I like this more open-ended approach, though it's all pretty new to me. Despite wanting to stray away from the typical d20 thing, I also like a bit of crunch and don't want to go completely free-form. For example, I'm not a huge fan of Fate, and while DitV is conceptually brilliant, the gameplay itself is a little too loosey-goosey for me. I get the impression that this system is capable of working in some kind of middle ground.
Title: Re: new player/GM exploring the system
Post by: Munin on July 21, 2014, 06:05:58 PM
It's largely a difference in focus.  Games like Fate or those using the "Powered by the Apocalypse" engine tend to place the premium on the story over the crunch.  They are designed to minimize the time between deciding what you're going to do and getting to a useful (and consequential) resolution.  In many cases, this means abstracting a lot of little actions into a single roll of the dice.

I think one of the coolest aspects of the AW engine is that it lets you zoom in or out depending on situation.  Fighting your way through a bunch of mooks on your way to the temple?  Do the entire battle in one roll.  Got the evil necromancer trapped in his lair and trying to kill him once and for all?  Super-detailed, well-narrated boss-fight, baby!

One of the most important conceptual ideas is to make sure that rolls are always consequential.  For a lot of things the PCs will want to do, a roll won't be required.  But if you do call for a roll, make sure it's over something that matters to the story.  And always try to structure the consequences of the action (be they success or failure) such that the next obvious action isn't "I try again."  This is intrinsically different from games with rules designed to realistically simulate some action (like climbing or shooting or haggling or whatever), and may take some practice to get the hang of.

The irony is that the less crunchy games are often easier for players new to RPGs to pick up and harder for "veteran" gamers.  I had to remind one of my AW players to quit trying to decide which move he was going to make and just tell me what his character was doing.  New players don't have those hang-ups, and will just say what they're doing up front.  Your job as the GM is to then take that information, decide if it triggers a move (and which one) and say, "Great, roll+CHA" or whatever.
Title: Re: new player/GM exploring the system
Post by: Borogove on July 21, 2014, 06:45:12 PM
I'm picturing a Wizard with Strength -2 trying to push a troll or whatever off a cliff. Naturally, the odds should be against the Wizard in that situation. But all the same, there's a lot of action happening in the +/-1 to 2 range considering the distribution of 2d6.
A wizard with a -1 STR shouldn't try push a troll off a cliff.

Are you kidding? He totally should try.
Title: Re: new player/GM exploring the system
Post by: Kneller on July 21, 2014, 07:35:44 PM
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Games like Fate or those using the "Powered by the Apocalypse" engine tend to place the premium on the story over the crunch.

I get why people would say that, but I don't think that's necessarily how things have to be in a rules-lite system. PbtA has a lot of crunch potential with its Moves mechanic. Hell, you could make a pretty elegant tactical wargame out of it.

Side note, I really, really like the Moves element being at the core of action in DW. That alone cuts through so much of the crap you see in something like d20.

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The irony is that the less crunchy games are often easier for players new to RPGs to pick up and harder for "veteran" gamers.

I'm not surprised. Veteran gamers, particularly those who have primarily played rules-heavy games, are more accustomed to having an objective system to negotiate obstacles. Many develop a preference for it over time. New gamers are a clean slate and are easier to mold to other play styles.

As for me, I will always want some crunch in my game. It's not that I think story is irrelevant, but I also want the "chess game" with it. Really, I want everything. That's not too much to ask, is it? :D

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Are you kidding? He totally should try.

lmao...ok, so one of the gameplay podcasts I watched had a weak Wizard try to push a companion down a shaft to "scout ahead". He got a marginal success, and so the companion got a defy danger check, in which he got a marginal success. The result was the klutzy Wizard fell down the pit and the companion slid down a bit, too, but manage to grab something part way down to keep from hitting the bottom.
Title: Re: new player/GM exploring the system
Post by: noclue on July 21, 2014, 08:59:24 PM
As for me, I will always want some crunch in my game. It's not that I think story is irrelevant, but I also want the "chess game" with it. Really, I want everything. That's not too much to ask, is it? :D
No....but...there really isn't lot of crunch in DW.

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lmao...ok, so one of the gameplay podcasts I watched had a weak Wizard try to push a companion down a shaft to "scout ahead". He got a marginal success, and so the companion got a defy danger check, in which he got a marginal success. The result was the klutzy Wizard fell down the pit and the companion slid down a bit, too, but manage to grab something part way down to keep from hitting the bottom.

Trying to translate that into DW moves would be something like (based on pure speculation):

Wizard: Defy Danger + Str result: 7-9 "you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice."
GM: So, you go to push him but you stumble and start sliding down the hill. You can either push him or stop yourself from falling.
Wizard: I keep pushing.
Companion: Defy Danger + Dex - result: 7-9 (I wouldn't have given the companion a DD. They should both be sliding down the hill now and have to make moves to deal with that.
GM: Okay, you're able to dodge but you both slide down the hill. (Blah).
Title: Re: new player/GM exploring the system
Post by: Munin on July 21, 2014, 09:20:46 PM
Yeah, I'd have had both of them at the bottom of the shaft too.  It's just funnier that way.
Title: Re: new player/GM exploring the system
Post by: Kneller on July 22, 2014, 08:02:00 AM
Yeah, I'd have had both of them at the bottom of the shaft too.  It's just funnier that way.

Yeah, I got a laugh out of that one.
Title: Re: new player/GM exploring the system
Post by: Borogove on July 22, 2014, 06:14:22 PM
Side note, is there any way to account for task difficulty? For example, scaling a dangerous cliff vs. scaling a dangerous cliff in the middle of a blizzard without proper equipment. Do you just throw a modifier into the mix?

DW discourages adding situational difficulty modifiers to the basic Roll+Stat. If another PC is Aiding or Interfering, there's a +1 or -2, and a number of conditions or setup moves give a +1 forward (i.e. modifier to the next roll) or +1 ongoing (i.e. modifier lasting until a specified condition), but there's no task difficulty modifier in the RAW.

So instead of saying "this is super hard, take a -3", what the GM can do is say "you can't do it at all, unless you do X first" or "you start to do it, then thing Y happens that you have to deal with before you can finish it," or what Munin said, making the consequence for failure much nastier in the harder case. Maybe the GM says "there's no way you can climb this cliff face without any equipment" and someone else has to Spout Lore to think of a way to improvise some gear or Discern Realities to find an easier way up. Maybe the GM says "sure, roll Defy Danger with STR to start making your way up... okay, good, now, you get about halfway and then start to panic, roll Defy Danger with WIS to see if you can keep it together..."

Title: Re: new player/GM exploring the system
Post by: Kneller on July 22, 2014, 07:55:50 PM
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but there's no task difficulty modifier in the RAW

What's RAW?

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Maybe the GM says "there's no way you can climb this cliff face without any equipment" and someone else has to Spout Lore to think of a way to improvise some gear or Discern Realities to find an easier way up.

I thought about that, but that could/would actually swing the odds more than a flat modifier, because then you have to succeed at both checks. Let's say you have a situation to which you figure a -1 penalty would be appropriate. No matter the skill level, a second check is going to be more punishing than the penalty. And, consider these three situations for example:

1) An average strength fighter is trying to wrestle a weak goblin to the ground.
2) An average strength fighter is trying to wrestle an equal strength fighter to the ground.
3) An average strength fighter is trying to wrestle a larger, strong troll or whatever to the ground.

Even if you throw in a second check to compensate for the added difficulty for the troll, you're still looking at the same odds for situations #1 and #2. So, lets say you say that for the weak goblin, you treat a 7-9 as a 10+. Well, then you have the problem of the results either being very good, or very bad, and no in between.

Don't get me wrong, I'm not saying we need to go full sim here (god forbid). And, sure, the subjective categories for success/failure gives you some wiggle room, but I'm not sure it covers the full scope of potential environmental variables.
Title: Re: new player/GM exploring the system
Post by: Munin on July 22, 2014, 08:47:33 PM
What's RAW?
Gamer shorthand for "rules as written."
Title: Re: new player/GM exploring the system
Post by: Munin on July 22, 2014, 09:36:33 PM
It is absolutely true that calling for another check is fundamentally identical to making the task harder by adding a modifier.  The trick is to make each roll consequential.  Don't say, "OK, you can scale the cliff, but you'll have to Defy Danger using DEX three times to do it," because while it might be more realistic it's not at all interesting. If you want to use that kind of an approach (multiple rolls to make the complete task harder), make sure that you vary what it is that you're asking the players to roll for.  In other words, break the task down into smaller pieces.

So for instance, say you're climbing that icy cliff without proper gear in a blizzard.  And say you get a partial success on your first roll.  So in this case, maybe you get a worse outcome - instead of the options presented in my last post, one of the things the GM could say is that you only get partway up the cliff.  You might be tempted to say, "OK, I'll roll again to keep climbing," but see above under uninteresting.  It's important for the GM to structure the narration/fiction such that simply "trying again" isn't obvious or maybe even not possible.

In this case of a partial on roll+DEX, maybe the GM says, "you make it about two-thirds of the way up, catching your breath as you come to rest on a narrow ledge.  But as you move to continue your climb, a big chunk of icy rock comes away in your hand, precipitating a bit of a rockfall.  You come through it OK, no more than a few cuts and scrapes, but that safe route you'd planned from the ground is now gone.  You'll have to find another.  What do  you do?"  At this point, the player has some options.  Maybe he chooses to Discern Realities to find a new way up.  And if he gets a 10+, cool, maybe he finds a safe way up to the top.  The GM has a choice - maybe the success in discerning reality can stand in for the rest of the climb and the player makes it to the top, or maybe it reveals some other way that might take another roll (e.g. the player spots another way, but it will force him to drive a dagger into the rock with his bare hands and use it as an attachment point to swing over to a better route - he can roll+STR to Defy Danger, taking the +1 forward from the success he got discerning reality).

Or maybe the player says, "you know what, screw all this crazy mountaineering business.  I'm going to roll+loyalty with my hireling Fafnir to get him to climb the rest of the way to the top and lower me a rope."  And even if the player is fully successful with this roll, the GM is perfectly within his rights to look at the fictional situation and say, "OK.  Even over the howling wind you can hear Fafnir grumbling, but he sets off as you command.  But it's gonna take him a while, and you are completely exposed to the elements up here on this tiny ledge.  Roll+CON to keep from freezing your ass off while you wait."

That's how you make a situation more difficult or dangerous.

But in the abstract, the question you should always be asking yourself when structuring these situations is "what is this roll accomplishing in the story?"  Think about the obstacle posed by the cliff and what it means to the flow of the tale you and your players are trying to tell.  If the cliff is just something you threw in to keep this from being a total cakewalk, or because it just fits the situation that the Wicked Sorceror's tower might be sited on a cliff, maybe a single roll is sufficient.  But if these are the oft mentioned and heavily foreshadowed "Cliffs of Insanity," then maybe besting them is an important plot point and a more in-depth task/conflict resolution is in order.

Does this help?
Title: Re: new player/GM exploring the system
Post by: Kneller on July 22, 2014, 10:56:00 PM
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Does this help?

Somewhat, but feel free to take a crack at the wrestling hypothetical I posted above. :)

I get the whole what's-it-matter-to-the-story thing, but there's a bit of an inconsistency here that I'm having trouble negotiating. On one hand, I've read plenty about how this isn't a sim system. But on the other hand, it actually is. The aspects you're testing aren't your character's propensity for trouble, bad luck, drama magnetism, etc. It's Strength, Dexterity, Charisma, etc. The character breaks down into some pretty sim elements. So, the character with Strength +3 is stronger than the character with Strength -1. When I'm doing a Strength test, it's because the task at hand requires Strength. Nevermind comparing wrestling a dragon to wrestling a puppy. These are both pretty common sense situations. But, if I'm wrestling a GM char that's a little stronger than myself vs. one that is a little weaker, according to the RAW(:D), I have the same odds against both. It's a GM char, so there's no opposed check. My roll doesn't get a modifier. You might have this multifaceted narrative potential in front of you, but the player only has a single port of entry, their own simulated and static measure of general competence.

The multiple check thing is a bad idea, not because of the narrative constraints, but because of the math. For the sake of simple mathematics, let's say we have a character who is average at everything that needs to be tested for the check and has no modifiers from anything else. For a single check, that character has a 58% chance of success. If it's a little complicated and they need a follow up check, then their odds drop to 34%, add a third check and we're down to 20%. If you did this with flat modifiers for each difficulty, your odds would go 58%, 42%, and 28%, respectively. It's less harsh and gives you more play to account for the external environment with which the characters interact.

I think the idea of the narratively-driven follow up checks is clever, especially if you have to tap into different moves to pull off a combo. But the math really bites you in the ass. There's actually a pretty easy fix for this. Add in a "combo bonus". All these skills working in synergy give you +1 to your follow up checks until the larger task is done. So average (+0) for the first check, and +1 for checks 2, 3, and so on. There your odds go 58%, 42%, and 30%. You're actually getting pretty close to the mechanical effect of the flat modifier, but you're using the multi-check narrative approach. The only odd thing about it is that your narrative approach takes three times the dice rolling as just giving someone the -2 to the first roll. And, you're still modifying rolls.  So, really, I haven't accomplished anything here. :P

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But in the abstract, the question you should always be asking yourself when structuring these situations is "what is this roll accomplishing in the story?"

I ask (and usually answer) that question all the time. But I'm also asking, "What does this roll say about the world in which my character exists?" Every dice roll isn't just a beat in the story. It's also the in-game universe telling you, "I know what you want, but this is what you are going to get, because that's the way the world works."
Title: Re: new player/GM exploring the system
Post by: Munin on July 23, 2014, 01:04:09 AM
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Does this help?

Somewhat, but feel free to take a crack at the wrestling hypothetical I posted above. :)
Sure.  The important bit is to focus not on the wrestling itself, but rather on the context in which it takes place.  Wrestling a goblin to the ground might be relatively easy.  Or not, because the goblin might have the slippery little bastard custom move, which means that attempts to hit him use roll+DEX instead of roll+STR.  And the troll might have crazy-long rubbery arms, meaning that the character needs to defy danger to get close enough to inflict damage.

Furthermore, the important point is what happens on a success.  If you get a 10+ on the goblin, yeah, he's a 38-pound weakling and you're going to be able to keep him pinned for as long as you like.  The guy with equal strength?  Maybe you can keep him down, maybe you can't.  But you have "leverage" on him now should you wish to parlay: "Tap out, man.  I don't want to break anything you're gonna need."  The troll?  Even on a full success, you're not out of the woods.  He's probably strong enough to stand up with you hanging onto him, so now that he's thrashing around the dungeon crashing into walls and columns trying to knock you off his back, roll+CON to defy danger to maintain your hold and keep inflicting choking damage on him.

Quote from: Kneller
I get the whole what's-it-matter-to-the-story thing, but there's a bit of an inconsistency here that I'm having trouble negotiating. On one hand, I've read plenty about how this isn't a sim system. But on the other hand, it actually is. The aspects you're testing aren't your character's propensity for trouble, bad luck, drama magnetism, etc. It's Strength, Dexterity, Charisma, etc. The character breaks down into some pretty sim elements.
Yeah, that's actually why I like Apocalypse World better.  Cool, Hard, Hot, Sharp, and Weird are much more anchored in the drama and less in the simulation.

Quote from: Kneller
But, if I'm wrestling a GM char that's a little stronger than myself vs. one that is a little weaker, according to the RAW(:D), I have the same odds against both. It's a GM char, so there's no opposed check. My roll doesn't get a modifier. You might have this multifaceted narrative potential in front of you, but the player only has a single port of entry, their own simulated and static measure of general competence.
And this is where custom moves come in.  Wrestling a puppy is almost certainly going to be easier than wrestling a dragon because the puppy isn't fucking terrifying, forcing you to defy danger with roll+WIS if you want to do anything other than soil your armor or run the hell away.

Quote from: Kneller
I think the idea of the narratively-driven follow up checks is clever, especially if you have to tap into different moves to pull off a combo. But the math really bites you in the ass. There's actually a pretty easy fix for this. Add in a "combo bonus".
And that is exactly why acting on information gleaned from discern reality lets you take +1 forward into your next roll.

Let's be clear - it's not that the game has no modifiers, it's just that it doesn't have very many.  There's a great combat example that Vincent wrote many moons ago in which the consequence of a character's failure on one move was a -2 on a follow-up move - he was effectively interfering with himself.

Quote from: Kneller
All these skills working in synergy give you +1 to your follow up checks until the larger task is done. So average (+0) for the first check, and +1 for checks 2, 3, and so on. There your odds go 58%, 42%, and 30%. You're actually getting pretty close to the mechanical effect of the flat modifier, but you're using the multi-check narrative approach. The only odd thing about it is that your narrative approach takes three times the dice rolling as just giving someone the -2 to the first roll. And, you're still modifying rolls.  So, really, I haven't accomplished anything here. :P
Which is exactly why you should be asking yourself what this roll means.  Is it there to heighten the drama?  Is it there to punish the players for attempting something stupid or crazy?  Or is it there to offer an opportunity with some associated cost?  And most importantly, do the consequences of either success or failure substantially alter the course of the story?  Completing a difficult or costly task gives a sense of accomplishment, which is fuel for the furnace of character development, which in turn is why many of us play these games in the first place.  It's all about giving the players an enjoyable and memorable experience.

Additionally, this totally glosses over the other GM-tweakable knob, which is the follow-up move.  If a character fails a roll, the GM can make as hard and direct a move as he likes.  If you fail while climbing a cliff, I don't have to inflict damage on you.  I can do something better - I can separate you from the rest of your party.  Or I can take away your stuff.  Or I can capture you, which is to say that perhaps even on a failure you might make it to the top, with the GM narrating: "You scrape and claw and there are a few close calls there, but eventually you make it to the top of the cliff. But just as you're about to pull yourself over the ledge, someone sticks the blade of a spear in your face and says, 'Thor's balls, you climb slowly. We didn't think you were ever going to make it to the top. Haul him up and hog-tie him, boys. And he didn't fall, so you owe me 20 silver, Haemish.'"

Generally, the more momentous or important or dangerous the roll, the more dire the consequences are, even if you succeed.  That is where the in-game universe lives.  That is the difference between failing the roll to wrestle the puppy and succeeding to wrestle the dragon. The world works a certain way, by following the fiction and the GM principles, not by adding modifiers to the rolls.  In some sense it is completely arbitrary, and you need to trust that the GM is not abusing his agenda.  But in some sense, it's no different than the arbitrariness of whether the modifier for any given situation is a -1 or a -3 or a +5.  I'd rather fail a roll and suffer the consequences because the story demands it than because the dice demand it.
Title: Re: new player/GM exploring the system
Post by: noclue on July 23, 2014, 01:51:31 AM
Don't get me wrong, I'm not saying we need to go full sim here (god forbid). And, sure, the subjective categories for success/failure gives you some wiggle room, but I'm not sure it covers the full scope of potential environmental variables.
It's really not trying to do that.

You wrestle the Orc. We really don't need to figure out how difficult the orc is to wrestle. If you make your roll, it wasn't too difficult. If you blow the roll, the GM makes a move from the list of moves.

If you really want a super difficult to wrestle orc. You can just give him an instinct like "grapple with extreme ferocity and aggressiveness." Then when the wrestling starts you can do something like:

GM: The orc bellows and circles warily. What do you do?
Player: I'm reach in a grab him with a wrestling hold.
GM: As you close with the orc, your wrist is caught in his vice-like grip. This guy is stronger and faster than he looks (reveal an unwelcome truth). What do you do?

It's all fictional positioning. You don't need modifiers. I'd probably excuse myself from a DW game in which the GM was messing around with modifiers the way you suggest.
Title: Re: new player/GM exploring the system
Post by: Kneller on July 23, 2014, 10:44:35 AM
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Yeah, that's actually why I like Apocalypse World better.  Cool, Hard, Hot, Sharp, and Weird are much more anchored in the drama and less in the simulation.

That makes more sense. The system should measure what it's supposed to measure.

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Wrestling a goblin to the ground might be relatively easy.

But it might not, and that's what I'm trying to get at. So, say you have a surgery skill/check, and an appendectomy is your middle ground. You can run multiple checks for brain surgery, but what if you're just stitching up a bad knife wound?

Of course, this example is invalid because the system is supposed to be used not for the task at hand (despite that being what it's measuring), but for the narration of the task at hand.

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The world works a certain way, by following the fiction and the GM principles

The latter and former are two very different and usually unrelated elements.  In terms of the fiction, it doesn't even matter how the world works, the fiction is going to happen regardless. However, by using in-game abilities to check for metagame elements, you can easily end up with a stream of fiction that can only be held together with non-sequitur.

This is what I'm starting to think.
Title: Re: new player/GM exploring the system
Post by: noclue on July 23, 2014, 12:05:47 PM
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Yeah, that's actually why I like Apocalypse World better.  Cool, Hard, Hot, Sharp, and Weird are much more anchored in the drama and less in the simulation.

That makes more sense. The system should measure what it's supposed to measure.
The classic six stats are being used because they're iconic. It's a nod to classic D&D, rather than an attempt to measure with any rigor.

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The latter and former are two very different and usually unrelated elements.  In terms of the fiction, it doesn't even matter how the world works, the fiction is going to happen regardless. However, by using in-game abilities to check for metagame elements, you can easily end up with a stream of fiction that can only be held together with non-sequitur.

This is what I'm starting to think.
Have you read the game yet? From your OP it sounded like you had just heard about it. When Munin says you follow the GM Principles, do you know what he means?
Title: Re: new player/GM exploring the system
Post by: Munin on July 23, 2014, 01:05:31 PM
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Wrestling a goblin to the ground might be relatively easy.
But it might not, and that's what I'm trying to get at.
Exactly, and that is why in my previous post I said:
"Wrestling a goblin to the ground might be relatively easy.  Or not, because the goblin might have the slippery little bastard custom move."

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So, say you have a surgery skill/check, and an appendectomy is your middle ground.
No.  No, no, no.  That's not how it works.

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You can run multiple checks for brain surgery, but what if you're just stitching up a bad knife wound?

Of course, this example is invalid because the system is supposed to be used not for the task at hand (despite that being what it's measuring), but for the narration of the task at hand.
Exactly.  Quit trying to simulate the difficulty of things directly.  If something is easy (i.e. stitching up a minor knife wound), don't even bother to roll, because whether the knife wound gets stitched or not probably doesn't matter to the overall story.  Roll for things that are consequential, and contextualize the results of that roll based on the fictional position of the characters in question.

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Quote
The world works a certain way, by following the fiction and the GM principles
The latter and former are two very different and usually unrelated elements.  In terms of the fiction, it doesn't even matter how the world works, the fiction is going to happen regardless. However, by using in-game abilities to check for metagame elements, you can easily end up with a stream of fiction that can only be held together with non-sequitur.
The point is that in the PbtA engine, they are not different and unrelated elements.  They are the same element.  If the fiction dictates that a task is very difficult or dangerous, then the consequences for failure (or even for success) are more dire than for a task that is easy.  If the fiction dictates that dragons have iron-hard scales a foot thick, then no amount of success on a simple Hack & Slash is going to produce damage.  That is "how the world works."  The GM then uses the principles to convey this to the players clearly and truthfully (say by revealing and unwlecome truth: "As the dragon rises into the sky, you watch in horror as it shakes off the arrows and quarrels from the militiamen like water from a duck's back.  Even the ballista atop the tower is unable to pierce its metallic scales...").

Dice rolls are both descriptive and prescriptive.  That means they not only tell you something about what has happened, but something about what is going to happen.  They serve to guide the story, not model the physics of the gameworld.
Title: Re: new player/GM exploring the system
Post by: Kneller on July 23, 2014, 02:54:17 PM
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They serve to guide the story, not model the physics of the gameworld.

So, the system, whose elements are modeled on the physics of the game world (Strength, Hit Points, Load), aren't actually used to model the physics of the game world.
Title: Re: new player/GM exploring the system
Post by: Borogove on July 23, 2014, 04:17:12 PM
You wrestle the Orc. We really don't need to figure out how difficult the orc is to wrestle. If you make your roll, it wasn't too difficult. If you blow the roll, the GM makes a move from the list of moves.

This is key.

Kneller, think of it this way. Say you simulate every factor that might be involved in the wrestling roll: less than an hour since you last ate a meal, so your hands are slippery, that's a -2%. Recent rainfall, ground is muddy, additional -4%. Orc is Knobblegob clan, so his armor has lots of big rivets you can get a grip on, +7%, and so on and so on.

In this system, every roll you make has a different modifier, some positive, some negative, but over the long term, your success odds even out to include the consistent modifier that applies to every attempt -- the relevant stat modifier.

The DW system just puts all that detail stuff after the roll. The 2D6 roll, as you noted, is pretty swingy, and you're gonna miss sometimes even when you're rolling at +2 and you're gonna hit sometimes even when rolling at -2. When you miss the roll, that's when the GM narrates what factors screwed you up. "You rolled a 5? Okay, your greasy hands slip right off the orc's smooth-worn leather armor as you try to grab him, and he sort of does this judo thing and before you know it you're face-down in the mud with the orc's knee in your back."


Title: Re: new player/GM exploring the system
Post by: Munin on July 23, 2014, 05:37:47 PM
Quote
They serve to guide the story, not model the physics of the gameworld.

So, the system, whose elements are modeled on the physics of the game world (Strength, Hit Points, Load), aren't actually used to model the physics of the game world.
Almost but not quite exactly right!

In some sense Strength isn't actually how strong you are, it's how good you are at doing heroic things in which being strong might play a factor.  Remember, there are no skills (in the traditional sense) in Dungeon World, so the relevant stat needs to encapsulate a lot of different ideas in one tiny package.  STR is the attribute that governs the Hack & Slash move, for instance, so it also includes some measure of skill-at-arms.  But you could also use it to Defy Danger when trying to cling to the aforementioned dangerous cliff, so maybe in that instance it's a measure of your strength-to-weight ratio.  Or you could use it to bash down a door, so maybe there's an element of mass to it as well.

So no, it's not modeling the physics of the world at all, or at least not directly.  The fact that it's called "Strength" is just shorthand (and a nod to D&D, the system which inspired DW).  It's modeling elements of the story.

If this seems completely nonsensical and counterintuitive it's because compared to traditional rules systems, it's a pretty massive paradigm shift.  I came to Apocalypse World from a pretty hard-core simulationist background.  I was into gritty realism and modeling situations with the rules and all of that other stuff.  I had house rules to make automatic weapons fire more realistic and to handle all sorts of situations that the basic rules (in whatever system we happened to be using) didn't cover.  I resisted AW for several years

But once I gave a thorough read-through and tried to understand what it was all about, everything clicked.  Now I don't worry about house rules or situational modifiers or modeling physics correctly or whatever.  Because it's not important to the mechanics of the system.  In a PbtA game, if you want gritty realism or cinematic action or epic fantasy, that lives in the fiction of your game, not the rules.  And relating this back to one of your first few posts, that's why you see different GMs handling the effects of partial success differently - they are trying to stay true to the fiction that they and their players have created.  The GM is "saying what the fiction demands" (one of the GM principles) and following the story in a way that a) makes sense given the shared verimilitude of the setting and b) is fun (following one of the other GM principles, which is "make the characters' lives not boring").

I encourage you to read through the sections of DW about playing the game and being a GM very carefully.  Don't approach it as just another rules set and gloss over that stuff.  There are some really important differences in mindset that are easy to miss.  And if you want further insight, I encourage you to read through Apocalypse World (though unfortunately there's no Creative Commons for it), because it is even more clearly different from traditional games.
Title: Re: new player/GM exploring the system
Post by: noclue on July 23, 2014, 08:29:08 PM
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They serve to guide the story, not model the physics of the gameworld.

So, the system, whose elements are modeled on the physics of the game world (Strength, Hit Points, Load), aren't actually used to model the physics of the game world.
Here's a Paladin move. What physics is it simulating?

I Am the Law
When you give an NPC an order based on your divine authority, roll+Cha. ?On a 7+, they choose one: • Do what you say
• Back away cautiously, then flee
• Attack you
?On a 10+, you also take +1 forward against them. ?On a miss, they do as they please and you take -1 forward against them.

Notice the GM is free to choose to comply, run, or attack even if you roll a 10. If you roll a 6, the GM can choose one of their moves like deal damage or a monster move like attack. What are your odds of being attacked?
Title: Re: new player/GM exploring the system
Post by: zmook on July 24, 2014, 11:59:12 AM
Here's a snippet from the rules of Apocalypse World:

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Here's a custom threat move.  People new to the game occasionally ask me for this one.  It's general, it modifies nearly every other move:

Things are tough.  Whenever a player's character makes a move, the MC judges it normal, difficult, or crazy difficult.  If it's difficult, the player takes -1 to the roll.  If it's crazy difficult, the player takes -2 to the roll.

Several groups in play test wanted this move or one like it.  All of them abandoned it after only one session.  It didn't add anything fun to the game, but did add a little hassle to every single move.  So it's a legal custom move, of course, and you can try it if you like, but I wouldn't expect you to stick with it.
             
   
                 
Title: Re: new player/GM exploring the system
Post by: Kneller on July 24, 2014, 05:21:04 PM
[quoteI encourage you to read through the sections of DW about...[/quote]

I've read the entire hyptertext SRD, twice.

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I resisted AW for several years

Several years?

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In some sense Strength isn't actually how strong you are, it's how good you are at doing heroic things in which being strong might play a factor.

But that's really the same thing. One is a measure of the actual strength, the other is the effect of having that actual strength and therefore a product of actual strength. Or to take it a step further, it represents the role a character's strength has in the story of using one's strength to avoid/resolve obstacles that utilize strength. What I'm saying is that all other variables being equal, puppy wrestling and troll wrestling have the same average results. So, the story is that puppies kick your ass as often as trolls. You can mitigate this somewhat with subjective success levels and throwing around custom moves. But even then, the story is, puppies kick your ass as often as trolls, unless we throw some excuses into the mix.

I'm not sure how much I can buy into the whole "homage to D&D" thing. There's a saying in fictional writing that goes, "learn to slay your darlings" that also applies to game design.

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Here's a Paladin move. What physics is it simulating?

No physics, per se, but you're modeling how the world "works". But it's the same thing here. Whether the NPC is really supporting you or just there for the paycheck the results are the same on average....unless you cover it up with custom moves.

Quote
Several groups in play test wanted this move or one like it.  All of them abandoned it after only one session.  It didn't add anything fun to the game, but did add a little hassle to every single move.

Let me guess. It got in the way of the fiction. The "game" of a roleplaying game got in the way of people wanting to generate stories. I don't understand. Why play an RPG then? If one wants to engage in collaborative fiction, why not just get everyone together and write a fantasy adventure book. Then it would really be all about the story.

I appreciate all the elucidation, and I think DW has some cool elements, but I don't think this is the game for my group. Thanks again.
Title: Re: new player/GM exploring the system
Post by: Munin on July 24, 2014, 06:52:28 PM
Quote
I encourage you to read through the sections of DW about...
I've read the entire hyptertext SRD, twice.
OK, so you understand what people are talking about when they are referring to GM moves, GM principles, etc.  That's good, because that's pretty much the core of how the system works.

Quote from: Kneller
Quote
I resisted AW for several years
Several years?
Yeah.  I have a friend who is serious into hippie indie games.  He's all the time buying random weird crap and wanting to get us to play it.  He first suggested Apocalypse World right after it was released (late 2010, I think).  But so many of the games he'd recommended had left people cold (e.g. Diaspora, which is somewhat based on FATE and has some kinda cool elements but is mostly clunky) that it wasn't until late 2012 that he managed to talk us into trying it (with one-shots of first Dungeon World, and later its parent Apocalypse World).  And even then it wasn't until we got into a deep discussion about a player's agency (or lack thereof) over character actions that I became more intrigued with how AW cleverly handles this situation (c.f. seduce or manipulate in the AW rules). Once I was able to grok what the system was trying to accomplish, I understood why it is structured the way it is.  And it is impressively elegant.

Quote from: Kneller
What I'm saying is that all other variables being equal, puppy wrestling and troll wrestling have the same average results. So, the story is that puppies kick your ass as often as trolls. You can mitigate this somewhat with subjective success levels and throwing around custom moves. But even then, the story is, puppies kick your ass as often as trolls, unless we throw some excuses into the mix.
Of course puppies kick your ass at wrestling - I mean, you get them pinned and think you have them defeated and broken, but then they start yipping and licking you and looking at you with those big puppy-dog eyes, and the next thing you know your wrestling match has turned into a big smooshy cuddle.  And you want to get away, but you can't because they're just so darn cute.  You're pinned!  ;)

But in all seriousness, your hyperbole is broken from the beginning because it's not the variables that are unequal but rather the fiction.

To illustrate my point, when you say "wrestling trolls should be hard!" I am assuming that when you think of trolls you think of tall, lanky, strong, rubbery, fearsome creatures that probably regenerate.  But what if when I said "troll" you instead thought of little 4-inch tall naked dudes with big eyes and goofy multicolored hair that sticks out every which way?  Wrestling those guys is probably a snap!  What's the difference?  Nothing but fiction.  It is the shared idea of what "troll" means.

And you're still hung up on trying to make a specific move to use your Strength.  But if we're talking about the mini-troll, and you say, "I wanna wrestle that troll," you and I both know that Strength isn't going to be the issue - catching the little bastard is, and maybe that's not done with STR, but rather with DEX.  Or maybe the GM is just going to laugh and say, "yeah, you grab that little sucker and hold him down one-handed, no problem.  Now what?"

And if you are talking about the big, mean kind and say "I wanna wrestle that troll," then the GM is going to say, "Hang on a second there, Cochise.  How do you plan on getting close enough to that troll to grab him?  He's got the crazy long arms and is whipping around a tree trunk like it's a whiffle bat.  What's your plan?"

This is partly the meaning behind the term fictional positioning, in that the context of the imaginary situation is what is dictating the options and possibilities for what happens next.  And this is where the overall flavor of the game (gritty, cinematic, etc) shapes things as well.  If you are fighting that big, mean troll by tossing a flask of burning oil at it and flub your roll, in an epic-cinematic high-fantasy game, maybe you just suck down some burn damage and call it a day, and it has no further effect on you past the immediate damage.  Hell, maybe you try to get close to the troll to light him on fire with your own burning self, because that would be hard-core.  But if we're playing a more gritty game, the fiction demands a different outcome.  Like maybe, "Take D6 damage right now, and plus also your shit is on fire, yo.  What do you do?"  And if the answer isn't "stop, drop, and roll," then the GM is probably going to inflict more damage on you when it is next his turn to speak, because that is what this kind of (more realistic) fiction demands.

Quote from: Kneller
I'm not sure how much I can buy into the whole "homage to D&D" thing. There's a saying in fictional writing that goes, "learn to slay your darlings" that also applies to game design.
Amen, brother.  I think the goal was to appeal to players coming from AD&D by giving them something that felt familiar, but when you get right down to it it's not the same and the use of that legacy terminology is in some cases unhelpful and misleading.

Quote from: Kneller
Whether the NPC is really supporting you or just there for the paycheck the results are the same on average....unless you cover it up with custom moves.
Custom moves aren't a cover-up.  They are fundamental to how the game operates.  They are what distinguishes fighting an Orc from fighting a Displacer Beast.  In that sense, they are no different from different Armor Classes, hit dice, attack types, damage dice or any other stat you care to pull out of the Monster Manual.  They just tend to be more abstract and compact.

Quote from: Kneller
Quote
Several groups in play test wanted this move or one like it.  All of them abandoned it after only one session.  It didn't add anything fun to the game, but did add a little hassle to every single move.
Let me guess. It got in the way of the fiction. The "game" of a roleplaying game got in the way of people wanting to generate stories. I don't understand. Why play an RPG then? If one wants to engage in collaborative fiction, why not just get everyone together and write a fantasy adventure book. Then it would really be all about the story.
Funny you should say that, because there are some indie games that are essentially that.  But that is another matter entirely.

But it's not the "game" that got in the way, it's the needless extra complication of a rule that added nothing to the story that got in the way.

Why play an RPG rather than just write a collaborative fantasy story?  Because regardless of what task resolution system you use, regardless of what granularity it simulates, or how realistic it is, it is the element of random chance that adds the extra spice.  It is that unknown chance of success or failure that makes the difference.  And as a side note, it's why games without an element of random chance (like the Amber RPG) don't excite me in the slightest.

But the rules are all about what you do with that random chance, what the consequences of success or failure are to the story.  Failing a roll in an RPG like Apocalypse World is pure awesomeness, because it introduces unexpected complications.  It adds tension and drama to the story.  It can change the fiction in ways you didn't foresee, and forces you to think on the fly, adapt, or develop your character in new and interesting ways.

Failing a roll in AD&D all too often boils down to, "You swing and miss.  Roll for initiative for the next round."

PbtA games are about minimizing the number of essentially useless rolls and concentrating on the stuff that actually has consequences.

Quote from: Kneller
I appreciate all the elucidation, and I think DW has some cool elements, but I don't think this is the game for my group. Thanks again.
No worries.  Games are about having fun, so if your group is having fun doing what you're doing, you should keep doing it!  This has been an interesting discussion, and might help someone else who has similar questions down the road.  Thanks for being inquisitive.
Title: Re: new player/GM exploring the system
Post by: Borogove on July 24, 2014, 07:32:55 PM
What I'm saying is that all other variables being equal, puppy wrestling and troll wrestling have the same average results. So, the story is that puppies kick your ass as often as trolls. You can mitigate this somewhat with subjective success levels and throwing around custom moves. But even then, the story is, puppies kick your ass as often as trolls, unless we throw some excuses into the mix.

We've gone to great lengths to explain that this isn't so.
Title: Re: new player/GM exploring the system
Post by: noclue on July 24, 2014, 10:19:44 PM
But even then, the story is, puppies kick your ass as often as trolls, unless we throw some excuses into the mix.
Nope. Puppies can't kick your ass. But it is true that if the GM calls for a Defy Danger roll they have the same chance of having an opportunity to make a GM move whether you are wrestling puppies or trolls.
Title: Re: new player/GM exploring the system
Post by: Munin on July 25, 2014, 12:03:09 AM
But even then, the story is, puppies kick your ass as often as trolls, unless we throw some excuses into the mix.
Nope. Puppies can't kick your ass. But it is true that if the GM calls for a Defy Danger roll they have the same chance of having an opportunity to make a GM move whether you are wrestling puppies or trolls.
Exactly.  Consequence of failing to Defy Danger when wrestling puppies?  Errant puppy-tongue up your nose.  Eeew.  Consequence of failure when wrestling trolls?  You weren't actually using that arm for anything, were you?

The GM makes as hard and direct a move as he likes, not as hard and direct a move as possible.
Title: Re: new player/GM exploring the system
Post by: azrianni on August 05, 2014, 08:41:40 AM
I realize that Kneller is probably gone and has made up her/his mind, which is fine. But this thread has been bugging me, and I finally figured out what I wanted to say when a similar question came up on RPGnet, so I wanted to put it here too in case other people are using this thread to explore DW:

Some games think that the GM can figure out the mathematical way to simulate odds on the fly. The I can look at a situation and figure out "oh, this is a -3 situation."

DW and other PBTA games think that the GM can figure out the fictional odds and simulate them in the story. If you fail Hack and Slash while facing off with a lone goblin, you're risking less than failing Hack and Slash against a dragon. The GM adjusts odds in part by deciding what qualifies as invoking a move ("You can't Hack and Slash the Apocalypse Dragon with an ordinary weapon") and in part by choosing GM moves appropriately.

This is a mindset adjustment, but it really does work great in play. And I'm convinced that, at least for me, it makes for a more satisfying game, where the fiction feels believable and I don't have to constantly be worrying about modifiers. Personally, I trust my ability to intuitively reflect the difficulty through the fiction more than I trust my ability to consistently set modifiers right.
Title: Re: new player/GM exploring the system
Post by: noclue on August 06, 2014, 03:24:44 AM
This is a mindset adjustment, but it really does work great in play. And I'm convinced that, at least for me, it makes for a more satisfying game, where the fiction feels believable and I don't have to constantly be worrying about modifiers. Personally, I trust my ability to intuitively reflect the difficulty through the fiction more than I trust my ability to consistently set modifiers right.
Yes. But the funny thing is that if we assume the GM does none of this, never tries to reflect difficulty in any way, and instead just focuses on the GM Agendas, portray a fantastic world, fill the characters' lives with adventure and play to find out what happens, the game will do this for you. You come up to wrestle the goblin and roll a...6! Difficulty!!! The GM reaches into his bag a tricks and pulls out something interesting and adventurous and you're off to the races (take an XP). You come up to the Ogre and roll a 10! A stunning blow! You fell the terrible ogre with an epic swing of your mighty axe. The GM sells your epicness and then you move on to the next adventurous thing...

So, if the GM wants to decide something is difficult before hand, the game works. If the GM doesn't decide whether something is difficult, the game works.