tag:blogger.com,1999:blog-1678761812929125529.post6877639772642143190..comments2023-05-27T11:14:02.426-04:00Comments on Some Space to Think: Exception WorldAnonymoushttp://www.blogger.com/profile/14216103531396452644noreply@blogger.comBlogger8125tag:blogger.com,1999:blog-1678761812929125529.post-31538684939178716852010-09-10T22:41:27.190-04:002010-09-10T22:41:27.190-04:00Yeah, I'd go so far as to say that most of the...Yeah, I'd go so far as to say that most of the important stuff that happens in the game is not a move. Things like loyalty and betrayal, player decisions that are the core of the game, are left entirely outside of the mechanics.Anonymoushttps://www.blogger.com/profile/03514444690709376462noreply@blogger.comtag:blogger.com,1999:blog-1678761812929125529.post-32916665670446523602010-09-08T18:59:38.477-04:002010-09-08T18:59:38.477-04:00In terms of "everything is moves", this ...In terms of "everything is moves", this is my experience: <br /><br />Lots and lots of important stuff happens in play that is not moves. (Or not PC moves. Whether or not its incorporated with GM not-dice-rolling-but-still-called-moves moves is iffier.) <br /><br />Moves are what happens when, inevitably, that important stuff comes up against a GM's front and something has to give. <br /><br />Dice are rolled, shit gets out of control, people die screaming, and eventually something gets resolved. <br /><br />Then lots of important shit happens, much of which is not moves. <br /><br />Moves are flash points, decision points, the moments when shit is going to violently change. But they aren't everything you do. They're just what you roll dice for. <br /><br />Also, 6 sessions is bullshit. It takes many more than that. One shots are for those with no souls.Brand Robinshttps://www.blogger.com/profile/11658773301203358929noreply@blogger.comtag:blogger.com,1999:blog-1678761812929125529.post-37970646885268995932010-09-08T10:45:04.868-04:002010-09-08T10:45:04.868-04:00@Robert Oh ho! I'll have to check it out.@Robert Oh ho! I'll have to check it out.Anonymoushttps://www.blogger.com/profile/14216103531396452644noreply@blogger.comtag:blogger.com,1999:blog-1678761812929125529.post-37282678937618541702010-09-08T10:42:12.472-04:002010-09-08T10:42:12.472-04:00There is a card-based RPG out on the market curren...There is a card-based RPG out on the market currently: Untold. I happen to have some ties to it, so this isn't a completely neutral comment. More on the game can be found here:<br />http://www.untoldthegame.com/RobertSlaughterhttps://www.blogger.com/profile/01642530076378579530noreply@blogger.comtag:blogger.com,1999:blog-1678761812929125529.post-18625973347604791822010-09-08T09:25:38.660-04:002010-09-08T09:25:38.660-04:00@rev Just threw them together with omnigraffle and...@rev Just threw them together with omnigraffle and some stock photos I had on hand.Anonymoushttps://www.blogger.com/profile/14216103531396452644noreply@blogger.comtag:blogger.com,1999:blog-1678761812929125529.post-82751734539434715842010-09-08T00:56:59.404-04:002010-09-08T00:56:59.404-04:00Curious as to where the card illustrations come fr...Curious as to where the card illustrations come from.Reverance Pavanehttps://www.blogger.com/profile/01217657347160811310noreply@blogger.comtag:blogger.com,1999:blog-1678761812929125529.post-88322583520407010782010-09-07T22:05:25.665-04:002010-09-07T22:05:25.665-04:00Yes an no. It might be more precise to say "E...Yes an no. It might be more precise to say "Everything mechanically represented is a move", which is another way of saying that if mechanics are engaged, they're done so in an explicit, repeatable fashion.<br /><br />Now, this is not to say I think making moves is any more frequent than rolling the dice in some other game - clearly that's not the case - but it's not like they'll come up less either (at least that seems to be the case from reading - I fully concede playing may reveal something else). But what's noteworthy is that their scope is definitely on the broad side. A lot of fiction can come out of one move. And the text, at the very least, seems to feel strongly that you should be driving towards them (though, again, I'll cheerfully concede that may just be my read, but it seems very much where the emphasis lies).<br /><br />So, in short, it feels like moves are really the engine of play, and are structured that way based on how effectively they snowball. I don't see that as a bad thing - it sounds very much like play driving play, and that's cool. But is that not the case? Are moves more peripheral to play than they seem?<br /><br />Rob D. <br /><br />PS - I'm a little leery to set aside custom moves as such an edge case. They may not be hugely necessary in vanilla AW, but they're something people have really glommed onto, especially for building setting variants, so they're clearly a big deal.Anonymoushttps://www.blogger.com/profile/14216103531396452644noreply@blogger.comtag:blogger.com,1999:blog-1678761812929125529.post-25690170971281230792010-09-07T20:33:58.263-04:002010-09-07T20:33:58.263-04:00Rob, I really like a lot of what you're saying...Rob, I really like a lot of what you're saying here about exception-based play, but I don't quite get what you mean when you say "everything is a move." Very explicitly, everything is not a move in AW. You do a lot of things that matter a lot and are not moves. You follow the fiction, wherever it goes, and press hard until you get to a move, where you roll. You only make up custom moves for rare-but-reoccuring circumstances that you want special moves for. Like, the "say yes or roll" for AW is: "to do it, do it" which doesn't necessarily imply making moves at all.<br /><br />Am I just reading you really wrong?Jonathan Waltonhttps://www.blogger.com/profile/01932143850080571977noreply@blogger.com