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1
roleplaying theory, hardcore / Re: Saving throws as analogy for moves
« on: June 10, 2016, 04:50:40 AM »
But that's how I use saving throws, too. They flow from the fiction, from the player's actions.


In my original example I had "then whoops, you step in some sort of poison hole". If they don't step in the poison hole there's no need for a saving throw; it flowed out of the player's action.

Conversely I don't just have them roll for everything they do. The roll isn't the doing... the roll is to figure out the consequences of their actions.
I've been lucky playing under four amazing MCs (including Jonatan and Simon J B on these forums) and they were all great with this. I just played "to do it, do it". And then we engaged the mechanics to find out the consequences. I think that's my philosophy when playing AW; to just do things, to trust in the system and just do things, not constantly looking through the movelist to see what "buttons to press".

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roleplaying theory, hardcore / Re: Saving throws as analogy for moves
« on: June 10, 2016, 01:59:19 AM »
Kind of. The moves "trigger" by the fictional situation, not the other way around.

Right, I'm thinking "to do it, do it", and if the MC doesn't know what happens they'll ask you to make a roll.
Some things have a rule to always be "uncertain" in this way so that the MC just can't decide something.

For example, there is some sorta corridor with a red/white checkerboard floor where the red squares are made out of very thin glass with poison pools under them. The MC tells the player about how the floor looks but not what it's made of. What do you do?

And the player goes "I'm scared, I'm just gonna run through it as fast as I can" and the MC says "after a couple of steps you hit a red square hard and it shatters, and you smell poison. What do you do?" and the player goes "I try to pull my foot up from there before getting hurt" and the MC says "OK, roll act under fire" because she doesn't know how successful the foot-up-pulling is going to be.
7-9 get hurt by glass, 6- get poisoned
But if the player described themselves as like throwing in some hard rocks in the corridor, there would be another outcome and another move engaged, or maybe no move would need to be engaged.

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roleplaying theory, hardcore / Re: Saving throws as analogy for moves
« on: June 08, 2016, 10:18:33 AM »
Also, this is why the name "move" is a little strange; when I first heard of the moves my thought immediately went to moves in video games, things that you can trigger by pushing buttons in the interface; things that after a while become the interface.

But... in the ASTATT model, the moves are kinda the other way around. Your "interface" is what you are doing in the fiction, and the mechanics are engaged from that. Maybe I'm overstating it...?

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roleplaying theory, hardcore / Saving throws as analogy for moves
« on: June 08, 2016, 10:12:11 AM »
Has this observation already been done?

Another cross post from another forum but I thought it was interesting to hear you gearheads' take on it:

[In Apocalypse World and Dungeon World] every single action is like how saving throws work in D&D.
In D&D, you're talking along, describing what you're doing, how you're walking down the dungeon corridor etc, conversation style, everything's dandy... then whoops, you step in some sort of poison hole, there might be some trouble involved with that, make a saving throw and that'll tell us all the consequences.

In Dungeon World (and AW), every single thing is like this. You're talking describing how you're fighting the monster, chopping along, having fun fighting this horrible giant ogre but whoops, you put yourself in danger in the fight, make a "Hack&Slash" check to see whether you are hurt.

It's All Saving Throws, All The Time. My friend Trix described it as a "consequences system" rather than a "task resolution system" (and rather than a "conflict resolution system" that The Shadow of Yesterday uses), but I think of it as ASTATT.

It works because the action economy is built around it. Monsters deal damage when they deal damage. If you say "I go stand in front of the ogre and look at it intently in the eyes", well, you might get smashed straight up. Similar to how there is no saving throw in D&D if you just go jump off a cliff deliberately. But if you go "I go stand in front of the ogre and then I bring up my dagger and try to cut its fingers off before it can smash me [whoops, that got a little graphic, I apologize]", well, you've got to make a roll and the consequences of failing that roll might be that you get smashed because you weren't fast enough or good enough with the dagger.


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Apocalypse World / Re: Fudge version of PbtA
« on: May 29, 2016, 03:05:27 AM »
"Partial", I like that.

I'd like to make some of these playbooks but I don't have the font. That'd be the way to see if it still looked complicated; maybe it is simpler and maybe it is more complicated.
I obv believe (but do not know, and am curious to find out) that it would be simpler, but not simpler enough to be worth the hassle of redoing all the playbooks and movesheets. Then again, if one person does that, everyone could benefit.

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Apocalypse World / Re: Fudge version of PbtA
« on: May 28, 2016, 03:03:24 AM »

Given 2097s hilarious GDNS post on Storygames, I just figured they were on an epic trolling spree.
It's easy for me to take this comment as invalidating and hurtful, though I hope that that's not what you mean. I said explicitly (in this Fudge/PbtA post) that I was serious, that I wasn't kidding.

I'm glad you found the GDNS post funny because that one is HHOS - "haha, only serious". In other words, I've expressed the philosophy of play that I really believe, and believe is important, in a way that's meant to be funny to read as well. I was feeling self-conscious about having the gall to post some sort of theory so I cranked it up, exaggerated the "ex cathedra" nature of writing something like that, to lighten it up. So, yeah, a joke, but a joke with a purpose. I did seriously want to clarify some of the conflicts and overlaps in the way we approach roleplaying games. And I did want to be funny while I did it.

I'm trying hard to find ways to express myself and to take myself seriously. I've been trying other approaches too, like this thread and the "Spatial relationships in verbal games" thread. I have this sort of self-hatred when it comes to fancy words and academia.

The other day on RPG.net, I wrote "Correct. My objections to vector space / range band are presupposing a verbal-only/word-only setup. If you do sketch up a map, my objections aren't relevant [and a whole new set of objections would enter into it, but that's another thing entirely]." Then a few moments later, I edited the post, struck it out and replaced it with "That's right. I don't like using maps at the table, for other reasons, but it solves many problems with rules that rely on distances." I was such a bookish kid and got a lot of garbage for that. I'm trying to write clearly and plainly but I have to remember to do that, it doesn't come naturally like the awkward syntax and cumbersome words do.

I think Ron could be taken seriously despite his carnival barker humor (with jokey names like "Step On Up" and "The Right to Dream") because of two things: he had become central to this important creative community that he had worked hard to build and manage, and this new strain of narrative games were new and unlike anything the threefolders had ever seen (Theatrix doesn't come close), and Ron had made one of them (Sorcerer).

I don't have those two things. But... I also have thoughts on how to play these games. So :/
I guess this post might take all the wind out of the GDNS official, canonical theory and dour the mood; I don't want that, I want that theory to thrive. But I want to be taken seriously as well. Don't know what to do really.

7
Apocalypse World / Re: Fudge version of PbtA
« on: May 28, 2016, 02:49:58 AM »
That sounds like a lot of work. Especially for a game with so few numbers as is. [...]
Maybe I'm missing the point?
I wrote this up at the request of a new poster on Story-Games who had a player who previously had avoided all RPGs because of dyscalculia, even small number arithmetic.
I've had great experience playing the original Fudge using this method and this is even simpler. I haven't tried it out for AW yet myself, because I've seen greater value in using the standard 2d6, because of the network externality of wanting to play the same game that everyone else is playing.
it just makes it harder to know what a success or failure looks like. Everything has to get converted through a scrolling list... which are really actually just numbers we aren't talking about.
In the PbtA community, I've often heard the phrase "seven to nine results". Even in a hack I'm playing that uses a d20 and it's really 12 to 20, I've sometimes called it a "seven to nine result". So "success" and "failure" aren't as clear cut terms in the original AW, either.

Here, those "middle" results are a little bit and kind of. I chose those terms deliberately, to evoke that "seven to nine"-ness. Everything better than that is a full success and everything lower than that is hard move.

There are three points  to this.

First, yes, there is math "under the hood", i.e "numbers we aren't talking about". I've put in work that the probabilities match up pretty closely. But some people are scared of numbers.

Second, the arithmetic is even smaller. (4dF has a smaller range than 2d6.) Adding three +  four  + 1 to make eight is something a lot of us can do. Moving up one or down two on a scale is something even more of us can learn to do.  After a while, you learn to see quickly what pluses and minuses you need to roll. It becomes something akin to the shields and skulls in the old Hero Quest board game. The good part is that you get there in time, just by using the scale normally you'll internalize how it works.

Third. I think it looks cool to have "I'm kind of hot!" rather than "I've got hot + 1".

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Apocalypse World / Fudge version of PbtA
« on: May 22, 2016, 03:50:29 AM »
Cross post from S-G:

You can change Apocalypse World to not be so numbers-focused like this:
First of all, get fudge dice, you know the ones that have an equal number of pluses, minuses and blanks. Also known as fate dice.

Then change the playbooks and basic move sheets as follows:

When I refer to "the ladder" below, I'm talking about this list:
Unflinchingly
Intensely
Very
Kind of
A little bit
Not really that
Far from
The least

Unbeknownst to the players, but known to you, the converter, this scale is:
Unflinchingly: +4
Intensely: +3
Very: +2
Kind of: +1
A little bit: 0
Not really that: -1
Far from: -2
The least: -3

Do not show those numbers  to your players. I'm not kidding; do not let them start taking about +3 and -2 and stuff.


Then make new playbooks such that:

Choose one set:
• Cool+1 Hard=0 Hot+1 Sharp+2 Weird-1
• Cool+1 Hard+1 Hot=0 Sharp+2 Weird-1
• Cool-1 Hard+1 Hot=0 Sharp+2 Weird+1
• Cool+2 Hard=0 Hot-1 Sharp+2 Weird-1

Becomes this:

Choose one set:
• Kind of cool, a little bit hard, kind of hot, very sharp, not really that weird.
• Kind of cool, kind of hard, a little bit hot, very sharp, not really that weird.
• Not really that cool, kind of hard, a little bit hot, very sharp, kind of weird.
• Very cool, a little bit hard, not really that hot, very sharp, not really that weird.

Teach your players how to roll like this (I'm serious, follow this procedure, it'll become fast after a while and you'll use the scale in your head after a while, but be careful about shortcutting it in the beginning):
Let's say you have to roll to act coolly and that you are a little bit cool.
Put your finger "A little bit". Roll four of the dice. Remove any + - pair because they cancel out. Then for each remaining +, move your finger up once, and for each -, move your finger down once.
Let's say you rolled ++_-. The minus and the + cancel out, leaving +. Move your finger up once on the scale for the remaining +. It ends on "Kind of" You acted kind of coolly.

Before you teach them that (but I wanted to explain it to you, the converter, first), change the moves so that this:

DO SOMETHING UNDER FIRE
When you do something under fire, or dig in to endure fire,
roll+cool. On a 10+, you do it. On a 7–9, you flinch, hesitate, or
stall: the MC can offer you a worse outcome, a hard bargain, or
an ugly choice.

becomes:

DO SOMETHING UNDER FIRE
When you do something under fire, or dig in to endure fire, roll to
act coolly. If you act very coolly or cooler, you can do it. If you
act kind of, or a little bit cool, you flinch, hesitate, or stall: the
MC can offer you a worse outcome, a hard bargain, or an ugly choice.

(Uh, maybe that phrasing needs a little work.)
Anyway, the point is to change all 7-9 results to "Kind of" and "A little bit", all 6- results to "Not really that" and lower, and all 10+ results to "Very" and higher.
It's a lot of work converting or redoing all the playbooks but once that's done, your players won't see any numbers any more and you'll be happily in "word land".

Put that ladder right on every playbook near the stats, or on laminated cards. Use the version that does <em>not</em> have the numbers. I'm serious. Do not show it.

I've worked on the probabilities and they match pretty well from the start and across the advancements. You'll get pretty close to the same percentages of successes, misses, and 7-9:s.


----
I'm not saying "Do this" or that it's a particularly good idea to do it for all groups. It's just an option for some who hate adding small numbers together, to make those numbers even smaller and less numberlike.

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roleplaying theory, hardcore / Re: Post-Big-Model RPG theory
« on: July 24, 2015, 05:34:36 AM »
How to handle a conversation (with turn-taking cues etc) is a complex and unsolved topic, but extensively studied, even though there's more. It's part of linguistics programs for example.

Vincent, thanks. I consider this question answered to my satisfaction for now.
Next question anyone?

10
roleplaying theory, hardcore / Re: Post-Big-Model RPG theory
« on: July 23, 2015, 02:09:16 PM »
Game design:
Yeah, it's liberating because it's like a whole open field where we can try things out and learn and experiment. Design space is wide open.

On the other hand, I just gotta believe that some best practices -- or even awareness -- about this issue will be invented in the future. Maybe by me (Sandra -- the best!) or one of you guys.



Apocalypse World:
As you might know I'm always the hardholder, it's my favorite class by far, and so far they haven't been very human (when they have power). When they are powerless the humanity comes out.
I know that's not what you meant maybe.
Just a random "let me tell you about my character" blurting out. :p
They usually start out as these really weird charicatures and only after time they become human -- often in spite of me fighting it tooth and nail.

Munin:
Putting a lot of energy into identifing a specific instance of duty collision and providing a "patch" on that (like post-hoc "Save your ass"-points) can sometimes be futile and remove the nerve, the tension of the game.

Vincent is, if I've got it right, suggesting a general method of identifying not only a specific instance of collision, not even a whole type of collisions, but collisions in general, in play, via (for example) built-in troubleshooting that still keeps the game exciting and motivating. Acknowledging the conversation, and conversational techniques (asking questions, facilitating new perspectives in dialogue), as the primary interface and mediator and medium itself. Sorry to put words in your mouth if I haven't gotten it right, Vincent, I'm kinda groggy right now.

While I'm day-dreaming about doing the same already at the design stage.
So far without success :p


So we're talking about three sorta different takes on the same problem, I dunno.

11
roleplaying theory, hardcore / Re: Post-Big-Model RPG theory
« on: July 23, 2015, 01:50:05 AM »
Resolving.

Examples:

"DM, portray a 'naturalist' world." vs "DM, challenge the players"

"DM, make the player's challenges difficult" vs "DM, make the player's challenges survivable"

"DM, it should be possible to die sometimes" vs "DM, it's not fun we die too much"

"Player, do what your character would do" vs "Player, put your character in dangerous situations"

"Player, stay in actor stance all the time" vs "Player, stay in author stance all the time".

I think this situation came about because the codified object of the game and the means and methods of playing towards that object started to diverge over time and evolve separately.



A game I've often expressed my confusion around in this regard is GURPS which has on the character end has very detailed and fun character construction rules that are in no way related to balance or making a character make sense. Making the PC stay within a certain character point limit is just an added restriction for the sole purpose of being fun, like a LEGO set or a puzzle. Also it has very detailed rules for adjudicating character actions such as jumping, digging etc.

On the GM, NPC side everything is just muddy water. The GM has very little interface to the system and is supposed to create/manipulate the system freely.


Another, more consonant example is Moldvay/Mentzer Basic. "Players, create your characters according to these rules [char gen rules] and portray them according to these goals [xp rules]." "DM, create your dungeons according to these rules [stocking algo] and portray them according to these rules [turn structure, wandering monster table]".
Both types of participant roles have an explicit interface to the system of similar level of complexity (which is part of  why the game has such enduring popularity and works well), but how they can meet or engage with the other role's object is not made explicitly clear (which is why conflicts arise).

AW is similar to Basic in this regard in that the DM has rules for how to portray the world -- the agenda and principles -- but the player-specific object isn't made as explicitly clear ("have your characters carve out a little space of hope and freedom in the filth and violence, and try to hold onto it") and how to engage with that object on the DM side isn't spelled out explicitly either. (As Vincent pointed out, a discourse about that engagement is implicit in certain moves, with Read a Sitch as a great example -- and Munin has pointed out cues as a more general way to subtly conduct such a discourse.)

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roleplaying theory, hardcore / Re: Post-Big-Model RPG theory
« on: July 22, 2015, 03:04:22 PM »
I think we're talking past each other, Munin. One is misunderstanding the other, or both.

I get what cues are and how they work.
If you're saying that they are an effective tool for resolving conflicting duties in a participant's role, I'm not seeing it (but not counterstating it either -- I just dunno).

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roleplaying theory, hardcore / Re: Post-Big-Model RPG theory
« on: July 21, 2015, 03:01:45 PM »
Munin, are you saying that one of the answers on how to design tools that help resolve conflicting duties in one of the participants' roles is to implement cues?
y/n

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roleplaying theory, hardcore / Re: Post-Big-Model RPG theory
« on: July 21, 2015, 04:27:47 AM »
I'm gonna go abstract to see if that can help me understand this issue better.

In Go, both players' goal is to have their pieces survive on the board and take up a lot of room.

In Gonnect, both players' goal is to have their pieces make a contiguous line from two opposite edges of the board.

Both games otherwise use pretty much the same rules.

What if one player had as a goal to primarily think about making a contiguous line, and the other player had as a goal to survive on the board and take up a lot of room?
Both players would use the same "interface" to the game -- alternating placing stones on the intersections -- and they sometimes engage with each other when sub-goals ("I want to be alive near the root of heaven", "I want to be alive around the north west star" -- yeah, it's a dorky game, I admit it) come into conflict.
But sometimes they would be completely not engaging, completely just being boring and un-there for each other.
"Why are you building up such a strong textile pattern [moyo]? I am over here building a strong line of connections undisturbed. C'mon, engage me!"


However, the conflict would be resolved if the players actively took an interest in the other player's goal.
The "take up a lot of room"-player needs to actively sever or prevent the connecting-players connection. (Usually by making a connection of her own, or a cross-cut.)
The connecting-player needs to actively shrink or prevent the "take up a lot of room"-players growth. (Usually by also growing -- one way to do that is to choke and capture the other persons pieces).

The game would revert back to being functional [albeit with the long back-filling phase of gonnect] by the players being actively aware of and engaged in each others goal and game.


To bring this back to AW -- what are the implicit agendas (agenda in the AW sense, not in the GNS sense) for the players? To make a hot god-damn mess, and clean it up (or die)? To engage with a vivid world? I dunno

15
roleplaying theory, hardcore / Re: Post-Big-Model RPG theory
« on: July 21, 2015, 04:03:35 AM »
Yes, now that you bring it up, I could agree that read a sitch is a good example. Can you give me some more?

The entire idea of finding out the medium of the game -- in Apocalypse World's case, the conversation -- and providing direct interfaces to engage with that medium strikes me as a cool and valuable approach to this problem. So thank you for that.

In other games, that might be the action economy or the SIS or the miniatures or the card tableaus, or multiple media in one game (like in Netrunner which has both an action economy and a spatial/selective component -- which server you're in, and how deep).

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