Your second point about "protecting" NPCs and "keeping them alive" is a little unclear--could you explain a bit more about the comparison you're drawing between MotW and "most RPGs"? To me it seems you're saying it's easier, in MotW, to apply the rules for bystander, minion, and monster creation to create an NPC that the hunters cannot eventually kill (or otherwise remove from the action).
OK, example here by way of explanation. A while ago in a very MotW themed Savage Worlds game, a PC was on the phone when demons attacked the mall she was at. A demon down the hall from her lunged for an innocent victim. She was too far away too reach it and had no ranged weapon, so in desperation, she threw her phone at it.
Now, in MotW, you might decide that would distract the demon. It might do damage, but its an improvised attack, so probably just 1 point - if it gets past armor.
But we were playing Savage Worlds, where you roll for damage and damage can "explode", where you keep rolling the die again and again. So we all stared in amazement as the mere d6 damage exploded several times, and the demon fell dead with a phone sticking out of its forehead.
That couldn't happen in Monster of the Week. One shot like that could never kill a monster.
(Now, granted, there are many RPGs that are less unexpectedly lethal than Savage Worlds; that couldn't happen in most versions of DD& either!)
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If a hunter hits on investigate and supplies the right fictional explanation, I'm obliged to give them an answer, even if I didn't consider that the vampire left some bloody rags at the scene of its last attack.
This is super-important, and something that is easy to miss. As the Keeper, your job is not to consider the scene of the investigation before the PCs get there and predetermine the available clues; rather, your job is to honestly respond to the questions that their successes allow them to ask. So if the PC asks,
"What sort of monster is it?", your job is to come up with some kind of "evidence" that reveals this information. You might have originally envisioned an attack that left no witnesses, but if the players ask something that only a witness would likely have known, congratulations, you've just invented a witness! Now tell the players who they are, how they saw what they saw, and how it is that the monster left them still alive:[/quote]
OK...yeah, this is a very different approach. It really isn't explained in the rulebook at all; there's not much for advice for how to approach this. In fact, the way the intro scenario is presented, bothering to come up with dozens of witnesses, would seem to preclude "inventing" a witness; why bother with coming up with all of those people in advance if you are just going to wing-it and new ones anyway?
So, do you find that most games only have a single investigative "scene"? Since with a decent number of players, they can easily get enough questions to ask everything they would want to know, they'll know everything useful after one "scene" anyway, no matter how unimportant it seems like the scene should be.
Also...if every question can be answered regardless of how logical it seems or what the approach is...doesn't that kind of take all the fun out of actually "solving" a mystery?
It's the same with read a bad situation - you come up with the answers to their questions in the moment, adding to the fictional landscape as necessary to answer their questions and propel the story. Once you get the hang of it, this is an incredibly useful and powerful GMing tool because it lets you alter the direction of the story based on what the players are doing (as opposed to plotting/planning everything out beforehand). So if they ask, "what's my best way in?", invent a way in. If you already did a little prep and you have something in mind, great. But if not, make something up right now. "Well, there's an old storm-drain that runs under the property. Gods only know what's down there or where it comes out, but that certainly would get you inside the perimeter." This is you presenting an opportunity, with or without a cost, which is one of your basic Keeper moves.
I don't see how that's a tool at all. You can always do this; the only question is whether you have an idea or not.
If nothing is pre-planned, why even have the player ask the question? Instead of asking a question that the GM doesn't know the answer to either, why not have the PC just declare what the "best way" is?
Granted, I still haven't a clue when "Read a bad situation" would ever get used in the first place!
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Because you can't know what's going through the players' heads, PbtA games give you mechanics to drive the story based on what the players show an interest in (as reflected through their moves, questions, etc) rather than what the GM thinks might be cool.
Well, sure you can know what's going through the player's heads. You can talk about it, decide what interests people and what doesn't. Though generally that breaks up the pace when it happens during the game.
I don't see how the moves/questions reflect that; those reflect what the player has the PC try to do, not what their interest level is. If they are bored with a situation, they are still going to be trying to find a way to resolve it.
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You might have an encounter already planned for the aforementioned storm drain, but what do you do if the players don't ask "what's my best way in?" at all?
If you have something interesting planned for the storm drain, and they don't go in the storm drain, you'll have to improvise what happens.
If you don't have anything planned for the storm drain, you'll have to improvise what happens whether they go in the storm drain or not.
The best case with not planning is the same as the
worst case with planning!
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In D&D (as the DMs I've played under do it, at least), when somebody does something, they consult their prep and, half the time answer with "Well, you don't accomplish anything".
I've had bad GMs do that, but in a normal game there's no good reason for that to happen, prep or not. I feel like what we've played in the past as an "RPG" seems to be totally different.
Though...I guess in the first game of MotW we played, a player ran off to gather up stuff to fight vampires, when there wasn't actually a vampire. Would you count that as "you don't accomplish anything?"
Which creates a vastly more pacy experience in which every player is guaranteed to feel as involved regardless of the quality of their ideas or rolls.
Shouldn't clever ideas yield better results that bad ideas? And don't bad rolls in MotW get you in trouble, while good rolls help you out?
It also allows you to truly "play to find out what happens" and have a story spill forth from the dregs you actually planned, which is incredibly exciting.
But nothing ever happens unless you decide it does, and there's very few mechanics covering most of that. That's why I get the feel that MotW is much LESS about "finding out what happens" than most RPGs. None of the mechanics actually cause unexpected things to happen - its just all based on player input and GM fiat.
Again, an example; a while ago in a miniatures based RPG a random "push" effect knocked a character through a portal to the elemental plane. That wasn't planned; it wasn't something I (as the GM) particularly wanted to happen. But hey, miniature got moved there, makes sense. It took the game in a very unexpected direction.
Now, a character could get knocked through a portal in MotW, but only if I specifically make the decision that it happens. I'll never be surprised by something like that.
The main purpose of the rules is allowing you to keep things moving in a fun direction, where you'd have no clue how to do so otherwise.
That would be great, but they don't do anything of the sort. If I have no clue how to keep moving, there's absolutely no support at all for it!