Barf Forth Apocalyptica

the swamp provides => AW:Dark Age => Topic started by: jimmeu on September 02, 2014, 06:00:26 AM

Title: Denied right
Post by: jimmeu on September 02, 2014, 06:00:26 AM
Hi !

I just finished first reading and i'm very eager to playtest the game soon.

However, there is one aspect of the rules that left me a little perplexed : the "Denied your right" move.
Most of the player rights are purely fictional rights, like "you have the right to impose law" or "you have the right to command other's assistance". But you are not certain that your right will be respected, so here come the "Denied your right" move, which as far as I understand, act as the guarantee that your right should be respected.

But... the "Denied your right" options mostly sound like "you're unhappy but that's how it is". You can be more or less unhappy, your gods can be unhappy with you, you can be unhappy at the point you will seek revenge... but that's all. Given this, it seems to me that nothing ensures that your right will be respected... so what is the point of owning a right if the only consequence of its violation is (more or less) your unhappiness ? Am I missing something ?
Title: Re: Denied right
Post by: lumpley on September 02, 2014, 10:01:10 AM
You're not missing anything.

There's no guarantee that your right will be respected. When it isn't, your choice is to fight for it, to complain about it, or to accept it.

-Vincent
Title: Re: Denied right
Post by: jimmeu on September 02, 2014, 11:46:23 AM
Thank you for your answer.

But given this, what is the difference between a player, let's say a Keep Liege, who has checked "you have the right to impose law...", and has the choice to fight/complain/accept when this right is not respected, and a Keep Liege who simply thinks that his status allows him to impose law and fight/complain/accept when it is not respected ?
Title: Re: Denied right
Post by: lumpley on September 02, 2014, 12:24:18 PM
Well, if the character thinks it's his right, but the player hasn't chosen to make it his right in fact, that means that the player knows and agrees that the character is mistaken.

-Vincent
Title: Re: Denied right
Post by: Meserach on September 02, 2014, 12:46:39 PM
I suspect this rule is going to be a sticking point for a lot of people :).

I'm pretty sure I know the answer, but just to be sure: if the player selects "declares his go or gods are angry", that's not something the MC has to take account of in like, a cosmic way, right? Like, it doesn't mean the god or gods actually are angry and thus more likely to say, descend from the sky on steps of fire and smite the unbeliever, or any such? It's just something that a person is saying which only has effect in the fiction insofar as people are inclined to put stock in the pronouncements of said person vis-a-vis gods and their anger?
Title: Re: Denied right
Post by: lumpley on September 02, 2014, 01:00:32 PM
Oh, no, the god or gods are actually angry. The player is telling the MC, now my gods are angry, and it's the MC's job to say, yes, they are. They're angry that you're denied your right.

Whether this means that they're more likely to descend on steps of fire, I don't know. I suppose that it depends on the god or gods in question.

-Vincent
Title: Re: Denied right
Post by: Meserach on September 02, 2014, 01:39:37 PM
Huh! There's a thing.

Still good though!
Title: Re: Denied right
Post by: nerdwerds on September 02, 2014, 02:53:43 PM
Re: the last option, What does holding it against the MC entail? or mean?
Title: Re: Denied right
Post by: lumpley on September 02, 2014, 02:55:10 PM
Well, I mean, you know what it's like to hold something against the GM, don't you?

-Vincent
Title: Re: Denied right
Post by: nerdwerds on September 02, 2014, 03:00:14 PM
It kind of sounds like a game mechanic that addresses the players' relationships. Right?
Title: Re: Denied right
Post by: lumpley on September 02, 2014, 03:02:27 PM
Sure.

-Vincent
Title: Re: Denied right
Post by: Simon JB on September 02, 2014, 07:08:03 PM
Haha.
Title: Re: Denied right
Post by: fealoro on September 03, 2014, 03:22:37 AM
I was expecting an answer like: "Every game mechanics address the players' relationship" (with the inner voice that mr Baker do when he posts on AW forum)
;)

Truly, this game mechanic more than any others
Title: Re: Denied right
Post by: Ich on September 03, 2014, 11:48:51 AM
To me it's a game mechanic that doesn't ignore the players' relationship.
Title: Re: Denied right
Post by: shimrod on September 03, 2014, 03:33:04 PM
Well, if the character thinks it's his right, but the player hasn't chosen to make it his right in fact, that means that the player knows and agrees that the character is mistaken.
That means that those without a right to impose law, hold the crown &c. will tend to be the ones better placed to actually impose law, hold the crown &c., right? In that, in place of the very deniable right, they will have something undeniable like +1 Strong?

I suspect that what that says about the world might largely be the point: kings don't rule by right, they rule by the choice of others to respect that right?

But in terms of gameplay, it seems to skirt very closely to the having to choose between an evocative game element, and an actively useful one, a choice frustratingly common in RPGs.
Title: Re: Denied right
Post by: lumpley on September 03, 2014, 03:47:44 PM
No need to speculate. Give it a try in play and see how it goes.

-Vincent
Title: Re: Denied right
Post by: joshroby on September 03, 2014, 03:52:17 PM
I shied away from Liege Lord because its rights appeared to be a long list of ways to be disappointed and frustrated.
Title: Re: Denied right
Post by: judson on September 03, 2014, 03:57:55 PM
Yeah, I'll admit, Denied Right as a move makes me nervous. I want to stay the hell away from it. As an MC or player it'd probably mean avoiding challenging the rights of other players. And to be clear: not because I'm afraid they'll hold it against me, but because I'm afraid of engaging the the Denied Right move.

I'm really struggling with how Denied Right could not be re-written as "when your right is denied, throw a tantrum about it or not, as you see fit."

Conversely, it seems like rights also imply that other people could try to do a thing, just they've got no reason to expect the attempt will be supported. Thinking explicitly of enchantment - it seems like in isolation the Enchantment rules read that anyone can do enchantments, but without the right to them the MC could simply allow the sacrifices to be made and then deny that the enchantment works.

But if that were to happen, couldn't I hold it against the MC? (not in the rules, but isn't the game embedded in a social context?)
Title: Re: Denied right
Post by: lumpley on September 03, 2014, 04:12:21 PM
I'm happy with this analysis. I don't have anything to add!

-Vincent
Title: Re: Denied right
Post by: nerdwerds on September 03, 2014, 04:25:20 PM
One of the Keep Liege's rights is "you have the right to impose law on the villages under your stronghold's protection"
One of the War-Captain's rights is "you have the right to wage war as you see fit... without the liege's direct order"
Let's say the War-Captain goes to muster warriors and invokes his right to wage war against one of the villages the Keep Liege imposes law upon, but the Keep Liege commands the warriors of the stronghold to disobey the War-Captain, maybe dice are rolled, maybe they aren't.
Two outcomes can occur, either the warriors do not follow the War-Captain or the Keep Liege's laws are ignored.
In either case, one of these characters is "denied their right" which basically acts as a move that allows you to accept it, complain, or fight for your right. Right?
Denied Your Right (my interpretation in brackets)
When someone or something denies you your right, choose 1 of the following.
• Declare that you accept this injustice with dignity. (accept it)
• Declare that you are accursed and wronged, and bemoan your fate. (complain)
• Declare that you will forgo your right in return for __. If the MC or the other player cannot or does not grant it, choose another instead. (fight)
• Declare that your god or gods are outraged. (fight)
• Declare that you will not rest until your right is vindicated. (complain, fight)
• Declare that the MC or the other player should reconsider, or else you will hold it against them. (complain, fight)

So really, denied your right seems like a prompt to justify either an immediate resolution or an ongoing conflict.
Title: Re: Denied right
Post by: Ich on September 03, 2014, 11:45:27 PM
I see Denied Right as a move clarifying the fiction.  In effect, it's a prompt, which ought to help us create interesting situations when (not if) our Rights are denied.

Consider these examples of recourse: 

— You have the right to a boon granted, unbegrudged, within your hostess’ power and honor.

— You have the right to confront your betters for justice. When you do, treat it as winning them over, but roll
Strong instead of Good.

— You have the right to write your betters for aid. When you do, treat it as mustering warriors from among
them, but roll Wary instead of Bold.

— You have the right to command others’ assistance, at your word, wherever you go.

— You have the right to demand and require someone to bring themselves forth to appear before you.

— You have the right to give justice to the people within your holding and your protection.

— You have the right to impose law on the villages under the stronghold’s protection.

— You have the right to slay whom you must for the protection of all.

The move is forcing your hand, forcing you to state your intentions.  I would hope that would set things into blessed motion!
Title: Re: Denied right
Post by: Per Fischer on September 04, 2014, 08:25:34 AM
I shied away from Liege Lord because its rights appeared to be a long list of ways to be disappointed and frustrated.

I would choose Liege Lord for that reason alone.

-Per
Title: Re: Denied right
Post by: judson on September 04, 2014, 01:21:31 PM
If the Liege Lord were a list of ways for the character to be disappointed and frustrated, totally. I think Josh (and my) anxiety is that it's a long list of ways for the Lord's player &c.
Title: Re: Denied right
Post by: Per Fischer on September 04, 2014, 04:54:50 PM
Really? That's interesting. I have to admit I have no idea what you mean - would you care to explain?
Title: Re: Denied right
Post by: judson on September 04, 2014, 05:57:25 PM
You pick a character, and in no small way the choice has to do with a list of rights.

Except as written, our read on rights is that they hinge on the Denied Right move, which amounts to "feel free to throw a tantrum."

In other words, this exchange is within the rules of the game:

P: I'm choosing Liege Lord, and I'm taking all the in fiction rights.
...
P: I demand that my daughter's suitor be brought before me!
J(MC): Not gonna happen.
P: A right denied! Instead, that my daughter be brought before me!
J: Nope.
P: Then I will hold it against you!
J: You do that.
J: Moving on as if none of that had happened...

Am I being a dick? Yeah. But I'm also being a dick within the rules. Your frustration as a player as I ignore all your mechanical effectiveness is part of the rules.

Normally, there'd be a conversation here about "um, but that's kind of what my character is about" and we find some middle ground or we don't in a way that's outside the game. I'm having a hard time working out how that interacts with the Denied Right move, though.

I'm taking a shortcut here but: it means that everything past basic moves is like an unreliable currency, which effectiveness depends 100% on the whim of the MC, and that objections to whimsical application might be cheating.

It's weird, and it's hard for me to wrap my head around in a lacking-fun way. As a result, I'm likely to avoid the whole circumstance by:

Conversely, for purposes of playtest, I don't even know how I'd go about legitimately exercising those rules. Like the above ("Nope")? I don't know.
Title: Re: Denied right
Post by: Borogove on September 04, 2014, 06:35:05 PM
That whole exchange is destroyed by the Master of Ceremonies Principle: Give the players' characters their due.
Title: Re: Denied right
Post by: Aaron Friesen on September 04, 2014, 07:20:55 PM
I'd actually suggest that you're not being a dick fully within the rules in your stated example. I can't see any principles you're following in the example, and the MC rules state to say what your principles demand. You're certainly not "giving the character their due," nor, "bringing action into the game," with your move there. It doesn't seem like you're "taking their
away" for the purposes of using your moves to lay groundwork, to introduce urgency, or to introduce complications. So as MC I'd say deny players their character's right when they've earned me denying them, by whatever metric my sense of mystery, magic and danger provides. Or when I know that the serfs are about to rise up and denying them their rights over the serfs is what honesty demands.
Title: Re: Denied right
Post by: Meserach on September 04, 2014, 09:17:10 PM
Here's the thing with this for me, at the moment (pending actual experience with a playtest, whereupon I may well change my mind): I'm reading "hold it against you" seriously. That is, if a players picking that option against me, the MC, then I'm taking it to mean they're actually upset at me about what I'm doing in denying their character their right. And since the person I'm playing with is my friend, at the very least that's going to make me think seriously about whether I really want to do it. Sometimes I still might: sometimes it's worth upsetting someone temporarily if you think something's that important. But a lot of the time, if it matters that much that someone's going to choose that option, I'm going to reconsider.

On the other hand, if the player isn't really that upset, than they can freely choose one of the other responses.

I suspect that if you're picking the hold it against you option, but you;re not /really/ going to hold it against them, you should pick something else?
Title: Re: Denied right
Post by: Borogove on September 04, 2014, 11:48:28 PM
I suspect that if you're picking the hold it against you option, but you;re not /really/ going to hold it against them, you should pick something else?

This puts me in mind of the Contempt Token mechanic from McDaldno's The Quiet Year -- you take and hold tokens when you feel you've been wronged, but they don't really have any mechanical effect, only a social one. (That mechanic really doesn't work for me in that game, but there it is.)

I can see that taking the "hold it against you" option might serve a similar purpose in saying "I feel like I was wronged here as a player, but not so badly that I want to interrupt the game to get my way; please do better by me next time".


Title: Re: Denied right
Post by: fealoro on September 05, 2014, 05:05:45 AM
I am still struggling with the rights, but this is my take on it:

Right is what define my character. Normally I already play with a right systems, only it is not so well-defined.
If I play a stereotypical paladin I play someone that want to defend the weaklings. If in my game I am not able to do that, for any reasons, I will be upset. Maybe I would be upset with with myself because I wasn't able to defend someone or with the GM because in game or out of game he did not let me do that, or with other players.

The bottom line is this, if I cannot play my PC in the way I intend I will be upset, that's like I have my right denied.
The rights system seems to put this thing in the rules system.

Is it necessary? I don't know, but it is the first time that I see this thing so clearly written.
Title: Re: Denied right
Post by: Simon JB on September 05, 2014, 06:10:22 AM
P: I'm choosing Liege Lord, and I'm taking all the in fiction rights.
...
P: I demand that my daughter's suitor be brought before me!
J(MC): Not gonna happen.
P: A right denied! Instead, that my daughter be brought before me!
J: Nope.
P: Then I will hold it against you!
J: You do that.
J: Moving on as if none of that had happened...

Am I being a dick? Yeah. But I'm also being a dick within the rules.

Sorry if I'm butting in, but have you had this problem in actual play? Or is it a purely theoretical situation?

Like noted before, that seems not to be within the rules at all, since it ignores a whole bunch of the MC's rules and instructions.
Title: Re: Denied right
Post by: judson on September 05, 2014, 01:38:36 PM
Part of my point is that in any game I'm actually playing, rights are likely to get treated as absolute - as if the Denied Right move included a line like "first, insist that they name another player's right that would be denied unless yours was granted - if they can't they must grant your right." So I can't actually see being in a game where it would be a problem in actual play - having taken up the task of playtesting I want to call that out: I'm having trouble imagining playtesting this rule as I understand it.

Conversely, imagine that I can make the case for MC moves and principles covering the above exchange. E.g. all of this is because the Lord's people are turning against him, and I'm showing evidence of what's coming and introducing complications. Heck, I could have decided, as MC, that I would start play by taking his power away from him, so basically none of his rights will be respected.
Title: Re: Denied right
Post by: judson on September 05, 2014, 01:52:46 PM
The bottom line is this, if I cannot play my PC in the way I intend I will be upset, that's like I have my right denied.
The rights system seems to put this thing in the rules system.

Is it necessary? I don't know, but it is the first time that I see this thing so clearly written.

Yeah, and I think that's the crux of my difficulty. No matter what the game, when we sit down to play it's in a social context that includes some notions of fair play. Rights are part of the rules, but the Denied Right rule reaches out of the game and says "if this part of the rules are broken, this is your recourse" - as substitute for the normal recourse of interaction between players in the outside-of-game social context.

I think the response to my little scene is telling: "you aren't playing by the rules because you have to say what the principles demand... etc." In other words: the MC is cheating in a way other than denying rights. As an MC here, I feel like I can say: if you feel like you've been Denied Your Right, invoke that move. Otherwise, what's your problem? ("I'm thinking offscreen, you don't know everything about how the principles apply.")
Title: Re: Denied right
Post by: judson on September 05, 2014, 01:58:28 PM
Ultimately, two things:

I suspect as a playtester I will do badly by way of testing Denied Rights. Maybe we'll run into something - I hope so. We'll hit the rest of the game twice as hard, Vincent.

I'd be really keen to hear someone else's actual play of Denied Rights coming up. That'd help me understand it, maybe.
Title: Re: Denied right
Post by: Borogove on September 05, 2014, 05:52:47 PM
The bottom line is this, if I cannot play my PC in the way I intend I will be upset, that's like I have my right denied.
The rights system seems to put this thing in the rules system.

Is it necessary? I don't know, but it is the first time that I see this thing so clearly written.

Yeah, and I think that's the crux of my difficulty. No matter what the game, when we sit down to play it's in a social context that includes some notions of fair play. Rights are part of the rules, but the Denied Right rule reaches out of the game and says "if this part of the rules are broken, this is your recourse" - as substitute for the normal recourse of interaction between players in the outside-of-game social context.

I think the response to my little scene is telling: "you aren't playing by the rules because you have to say what the principles demand... etc." In other words: the MC is cheating in a way other than denying rights. As an MC here, I feel like I can say: if you feel like you've been Denied Your Right, invoke that move. Otherwise, what's your problem? ("I'm thinking offscreen, you don't know everything about how the principles apply.")

Well, I think there are kind of two things here.

Let's start with the basic move: All of the options except the final one in Denied Your Right are in-game, right? They're largely narrative rather than mechanical, but they serve the in-game purpose of establishing conflict or motive or relationship. It's not that the MC is Denying Your Right player-to-player, but that some agent in the world is - another player, a powerful NPC, or what have you; your choice of response moves the story in some way. Do you have any problem with that part of the move?

As far as the last part goes, we aren't talking about an MC move called Deny Their Right. The MC shouldn't do that except if it falls out of the MC moves and principles. The denial isn't an invisible god-hand blocking things from happening, and what your example is lacking is any explanation at all about the in-game things that are denying your rights. I'm not suggesting the motivations can't involve thinking offscreen, but there has to be something for the PCs to respond to.

"Not gonna happen" isn't a valid response to "I demand that my daughter's suitor be brought before me". Who in the world is denying this right, and how? Did the suitor blow off your messenger? Did your Castellan intercept your messenger and tell him not to deliver the message? Did the suitor get caught in a sharknado on the way to the keep? The answers to those kinds of questions can move gameplay forward.
Title: Re: Denied right
Post by: Golux on September 06, 2014, 06:25:42 AM
I feel like we're not talking about the cool thing that this move really allows.

This is an invitation to soliloquy and monologue!  I feel like the pure theatre of this move is passing by unacknowledged.  I think that as we fall into the politics and scheme of the game and become comfortable in our characters, the Denied Right move is going to allow for some fun and vehement monologue!

I LOVE running games but there are times that I REALLY want to be a player.  This move makes me want to be a player.  I want to stand in the council that has just Denied my right to speak my wisdom and call forth my right and declare the gods displeased!  I want to bemoan my fate and let them know that I shall not STAND for this crime against my personage and my will! 

I like the dramatic.  I WANT the drama.  THAT's what I feel this move is for.  This move is for Shakespearean monologues and fist shaking at the sky like no other RP has seen! 
Title: Re: Denied right
Post by: benhimself on September 06, 2014, 12:27:10 PM
Yeah, as Golux says, that's kind of what I assume the move is for. It's not about protecting your rights. It's about highlighting them when they're broken.  "Your right has been denied: how do you respond?"

And of course, I assume something says "You have the right" that's not an abstract mechanical term. You've been given this right somehow: granted by someone with the authority to do so, or the right is one accepted by your underlings. The difference between a character who has the right to do X and a character who simply does X is that the second character doesn't have the right to do it. What happens when you do something you have no right to do? What happens when you stop someone from doing something they have a right to do? These are the questions the game, and that move in particular, raise, and they're definitely (IMHO) interesting ones.
Title: Re: Denied right
Post by: caitie on September 06, 2014, 01:55:05 PM
So, does it go like this?

- You have your rights, and you should totally feel obligated to them. It's your right, after all!
- Other people may not respect that, or feel you are totally obligated to them.
- There may be a clash. Your right may get denied.
- You should be outraged, because, darn it, that was your right! Do the Denied Rights move.
- You are then explicitly making it known to the table that this is an issue, and that you are planning to do something about. If another player denies my right, simply saying, "I hold it against you," doesn't do much, but it does announce my intent to totally do something about it soon. It's less throwing a tantrum and more adding a layer of player-to-player tension in a safe way, alongside a layer of foreshadowing and events-to-come.

Is that it, or am I way off?

And either way, what in the world does holding it against the MC do? I've yet to play a game where the MC wasn't on our side, a fan of our characters. I don't feel like there's a course of action I could take or an attempt to thwart them, because the MC should be engaging and helping us (within their principles and sense of accuracy to the game, that is).
Title: Re: Denied right
Post by: Guns_n_Droids on September 06, 2014, 07:49:43 PM
Quote
You are then explicitly making it known to the table that this is an issue, and that you are planning to do something about
This. My feeling is that the main purpose of the move is to make sure one thing player does *not* or at least does *less* is pass someone denying his character's right because of shyness/being passive/etc. Because each character has big list of rights, and everyone (from other players to MC) is free to forget about some of them. it is player's own responsibility to remind "I have this right, and looks like you're denying it, are you sure?"
so others will either say "oh, I didn't notice, let me fix that" or go full "well, [sadly] it seems that your right is denied. What's your answer to it?"
and text clearly says 'it is ok to say that you'll fight for it. it is ok to voice frustration, or hold it against MC. it is not being selfish, it is respecting yourself and your rights"
Title: Re: Denied right
Post by: DannyK on September 06, 2014, 08:49:42 PM
I am not an authority, but it seems clear to me that Rights are real things IC in the game setting. If you have the right to claim.a sacrifice every year, that's your legal right and denying it might be a big deal. If you asked a neutral third party in the setting, like a wise old NPC, he/she would say the character has that right.  The thing is that the AWDA setting doesn't have lawyers where you can sue somebody, you have to start a fight, or plead your case to another strongman who might intervene, or pray for the gods to avenge the wrong done you.  And all of those are real options.

But I'm pretty sure that Denied Rights have nothing to do with OOC interactions or the player getting pissed off. That's a whole different thing.
Title: Re: Denied right
Post by: Golux on September 06, 2014, 09:13:05 PM
- You are then explicitly making it known to the table that this is an issue, and that you are planning to do something about. If another player denies my right, simply saying, "I hold it against you," doesn't do much, but it does announce my intent to totally do something about it soon. It's less throwing a tantrum and more adding a layer of player-to-player tension in a safe way, alongside a layer of foreshadowing and events-to-come.

PERFECT!

I didn't really even consider it as a player to player interaction but that's probably another layer for sure!

For the same reason that monologues in Shakespeare have no action but inform the intent of the rest of the play the characters may bemoan their denied right and use that to push story along to avenge their right denied!

As far as mechanics.  Rights are given to be broken dramatically and cause the players to put words to the wrongs they have had thrust upon them.  They call themselves to action to make their own story.  This isn't about crunching numbers and giving players abilities.  This is about driving MOTIVATION. 

But I'm pretty sure that Denied Rights have nothing to do with OOC interactions or the player getting pissed off. That's a whole different thing.

We're all mature players and can appreciate a little woe heaped upon our characters so it's not players getting pissed off, but it can be an out of character communication that I intend to do something about this and YE SHALL BE WARY!  It's an invitation to get involved in the drama.  I think Caitie has it dead on.  In the same way Hamlet speaks to the audience and lets them know his intent and what he believes when he makes his speeches to thin air.  The actor and author (that's you the player) are communicating drama to come!
Title: Re: Denied right
Post by: Jwok on September 07, 2014, 04:20:49 PM
I kind of think that the "Denied right" move is actually really awesome (sorry Vincent, I'm gushing again). My view on it is actually more focused on an in-the-fiction dynamic than most of the OOC situations people have been talking about. The MC should give the players their due as per the principle, so "denying someone their right" for no reason isn't actually playing by the rules. If I have the right to confront your betters for justice, and in attempting to do so am denied it, that's happening for a reason. Assuming my MC is not simply being (passive?) aggressive (which to me suggests a much deeper social problem that something the game mechanics can fix), my right being denied means someone in the fiction is intentionally denying it. Why is that? Are my betters conspiring against me? Have I been deemed unfit for my right by some prior (mis)deed? I want to know why I'm being denied my right, and can act as per the "denied right" move to express this.

I think the "openness" of this move also really speaks at the design intention (again, I think - could be way off here). The game isn't designed to make you always be able to have all of your "powers" all of the time. Think of the setting. Think of real life! How often are rights denied us? How often does that make us with to bemoan our fate; how often do we accept the injustice with dignity? The Dungeons and Dragons game system is about fighting tooth and nail for every little power you can get your hands on to fight against a pretty much purely antagonistic world (an oversimplification, I know). But AW: Dark Ages seems to be more interested in the lives of people in the dark ages - powerful, impressive, notable, and exceptional people, but people nevertheless living 'real' lives. Sometimes in life we are denied rights we should have access to. The "denied rights" move actually empowers us to respond to these denials by mechanizing options for our responses to them.
Title: Re: Denied right
Post by: Allan Dotson on September 08, 2014, 02:58:40 PM
I'm also wary of the "denied your right" move, and the Liege Lord specifically.

The in-fiction rights give you some character motivation and plot hooks.  If you are denied your rights, then you get the opportunity for cool monologues, vows, more character motivation and plot hooks.  All good things. 

But if I don't choose the in-fiction rights, I can do all that anyway. 
Suppose I make a War-Champion or Troll-Killer who goes around imposing law, even though he has no right to do so.

-I still get character motivation from creating his personality and goals, without spending character resources on them. 
-I still get plot hooks, because I'm drawn to perceived infractions of the law. 
-NPCs will probably not respect my authority, but that seems just as interesting as if the NPCs do respect my authority.
-If no one respects my authority, I can still rant about it, or vow revenge in character.  I can also still express my dissatisfaction to the MC and the other players out of character.
-I also get whatever cool mechanical powers (+1 Strong, an enchanted weapon, tracking, etc.) I spent my right on instead.

If a player wants to give a cool monologue, I'm not going to not listen, as an MC or as another player, just because there's nothing on his character sheet to back it up.

So the character who takes in-fiction rights is giving up some amount of mechanical power they might have had, but I don't see that the character who takes mechanical rights instead is giving anything up. 

The in-fiction rights and "denied your rights" move seem like really innovative, important aspects of the system, and I want to engage with them in our playtest.  Is the best way to test these rules by playing a Liege Lord and using the "denied your rights" move?  Or is the best way to test them to play a character who claims rights he doesn't have, gives soliloquys and vows revenge without the mechanical weight of being "denied rights", and seeing whether I wish I had access to the "denied your rights" move.
Title: Re: Denied right
Post by: lumpley on September 08, 2014, 03:09:56 PM
Either is fine with me! I'm interested in both.

Now, if you want to play a character who really does have the right to slay whom they must for the protection of all, you should obviously choose the right. That's what it's there for. If you don't choose the right, you should remember that your character doesn't, in fact, have that right, no matter what they claim.

When you play a character who claims to have a right you haven't given them, you're playing a self-aggrandizing fool or a boasting liar, and we all know it, and you're doing it on purpose.

-Vincent
Title: Re: Denied right
Post by: Simon JB on September 08, 2014, 03:50:28 PM
The in-fiction rights give you some character motivation and plot hooks.  If you are denied your rights, then you get the opportunity for cool monologues, vows, more character motivation and plot hooks.  All good things. 

But if I don't choose the in-fiction rights, I can do all that anyway. 
Suppose I make a War-Champion or Troll-Killer who goes around imposing law, even though he has no right to do so.

Sounds cool. That's like playing a vigilante who pretends to be police even though they are not. That's just going to be a different thing than playing a cop whose badge is bona fide.

If you want to play a knight, that's cool. If you want to play someone who falsly claims to be a knight, that's cool too.

It is clearly different situations, but I don't see what the problem would be.
Title: Re: Denied right
Post by: Jwok on September 09, 2014, 12:43:01 AM
The Rights and rules thus far do seem to leave for a lot more ambiguous space in the resolution mechanics than AW does. If anything, it seems to be calling attention to these points of "conflict" traditionally resolved by rules, and purposefully leaving them without any sort of concrete, mathematically determined outcome. I have to assume this is intentional, though of what intention I cannot say. Of course, stating said intention directly would probably spoil the fun, right Vincent? ; )
Title: Re: Denied right
Post by: shimrod on September 09, 2014, 06:07:06 AM
If you want to play a knight, that's cool. If you want to play someone who falsly claims to be a knight, that's cool too.

It is clearly different situations, but I don't see what the problem would be.
For me, it's that being a knight comes with the opportunity cost of not having picked +1 Strong instead, and RPGs in general have a long and frustrating history of offering choices between the evocative and the functional.

Now, I'm not saying this is such a choice: in the context of AWDA, being a knight might turn out to be functional. I'm not sure. I haven't played yet, and Vincent's designs sometimes work out in subtle ways.

But both as a player and as a GM, I'm finding there's a significant aversion I need to overcome to even play around with these mechanisms to try them out, because they recall so many frustrating experiences from other games.
Title: Re: Denied right
Post by: Simon JB on September 09, 2014, 06:33:36 AM
I see, thanks!

Is it the same for you in general with choices that weigh fictional resources against mechanical resources? I'm trying to think of an example from regular AW, but I can't think of any instance of fictional resources that don't carry mechanical weight as well. Hm.
Title: Re: Denied right
Post by: Golux on September 09, 2014, 08:21:15 AM
I'll have to go check my players sheets to see what my group did however... I run a lot of con games and one shots.  This might be something I'm interested in doing.  I wonder if the players desire for power or at least cool game mechanics will prevent them from choosing the rights that would otherwise make and drive new story.  I also wonder how many players will choose game mechanic moves with advances Vs. rights without game mechanic. 

I have my players trained pretty well, but when you're running a con game with people who are new to indie games I think you'll be hard pressed to find players that are willing to sacrifice story for mechanic.

I feel like there is nothing to stop people from just picking the mechanic moves because they're more fun and not experiencing a GREAT part of this game.  I'm a fan of forcing people to have fun (it's a flaw... I know) and I don't have a problem forcing people to take SOME amount of narrative rights or even giving them an extra point so they don't have to feel like they are sacrificing mechanic for something a little bit different than their normal RPG experience.

Just throwin' this out there.
Title: Re: Denied right
Post by: lumpley on September 09, 2014, 11:11:47 AM
As it happens, everybody gets 2 extra points. If I were to cut out all the non-mechanical rights, I'd also cut everybody down to choosing just 2.

But the game's philosophy is: players should choose the rights they want, for their own reasons. Any combination of rights is perfectly good. If people choose only the rights with rolls or mechanical implications, that's what they choose, and it's fine! There should be nothing to stop them.

-Vincent
Title: Re: Denied right
Post by: Borogove on September 09, 2014, 01:53:53 PM
Here's a move that's implicit in all PbtA games (and most other RPGs as well).

Move Zero: When you want something to happen that's logically supported by the established fiction, describe what's going to happen and how and roll+0. On a 2-12, the MC chooses one or more:
* Some or all of what you wanted to happen, happens; the MC explains how.
* Something else happens, expected or unexpected; the MC explains why.
* The MC incorporates suggestions from other players at the table.

There, presto, your narrative abilities are mechanical abilities.
Title: Re: Denied right
Post by: nerdwerds on September 09, 2014, 04:33:55 PM
Here's a move that's implicit in all PbtA games (and most other RPGs as well).

But what if somebody else wants to assist the roll?
Title: Re: Denied right
Post by: addicted2aa on September 09, 2014, 04:55:16 PM
Here's a move that's implicit in all PbtA games (and most other RPGs as well).

Move Zero: When you want something to happen that's logically supported by the established fiction, describe what's going to happen and how and roll+0. On a 2-12, the MC chooses one or more:
* Some or all of what you wanted to happen, happens; the MC explains how.
* Something else happens, expected or unexpected; the MC explains why.
* The MC incorporates suggestions from other players at the table.

There, presto, your narrative abilities are mechanical abilities.

Is that really something implicit? My groups have always taken a different approach. If you want to do something that is logically supported by established by the fiction, that no move exists for, it just happens. It only doesn't happen if there is a reason for it not to happen, which almost always triggers another move, in this case, denied your right.
Title: Re: Denied right
Post by: Borogove on September 09, 2014, 06:12:24 PM
Is that really something implicit? My groups have always taken a different approach. If you want to do something that is logically supported by established by the fiction, that no move exists for, it just happens. It only doesn't happen if there is a reason for it not to happen, which almost always triggers another move, in this case, denied your right.

Exactly: that's the MC taking the first option.
Title: Re: Denied right
Post by: Golux on September 10, 2014, 02:18:41 PM
As it happens, everybody gets 2 extra points. If I were to cut out all the non-mechanical rights, I'd also cut everybody down to choosing just 2.

But the game's philosophy is: players should choose the rights they want, for their own reasons. Any combination of rights is perfectly good. If people choose only the rights with rolls or mechanical implications, that's what they choose, and it's fine! There should be nothing to stop them.

-Vincent

I know I should let people have choice... but if I'm running this at a con (and I kinda see it as my responsability to run something like this as a demo of what makes this game great) then I might just go the 2 and 2 route for that kind of game.  I know I shouldn't do these things... but if they have fun my way they'll have more fun... I'm sure of it.... I always have been...
Title: Re: Denied right
Post by: Jwok on September 10, 2014, 03:33:12 PM
It does seem like people look at the rights without numerical components and think "oh, well that doesn't have any mechanical component, so I can just mess with it or ignore it or deny it whenever I want." I think a similar thing happens when people look at the MC principals and agenda and think "oh, well those are just words/suggestions - they don't have any 'mechanical' components to them, so I can just ignore them and do my own thing." But their not "just words." They are there for a reason, purposefully placed and crafted. And they are rules, just like the numbers are rules - we just seem to feel more comfortable with the number rules because they tend to be ignored less often.
Title: Re: Denied right
Post by: nomadzophiel on September 10, 2014, 07:09:09 PM
Given two characters with Strong +1 vying for the crown, I'll put my money on the one whose gods are outraged or who will not rest until vindicated. Given that we're talking a human sacrifice at Midwinter, I'd be really really worried about someone whose gods are outraged.