Posted: Sat Jun 08, 2013 5:19 pm
Yes I've read that shit and it only makes me think less of you as a person for shilling for it.silva wrote:Have you read or played the actual shit ?
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Yes I've read that shit and it only makes me think less of you as a person for shilling for it.silva wrote:Have you read or played the actual shit ?
So what if the char will scratch his knee on the rock, or slip his feet and fall, etc. while climbing down a cliff ?
Oh sure! In no other game does this happens, right ????Lord Mistborn wrote:No it isn't fuckass, a "player-centric" system would at no point say "something happens to you, consult your MC's ass for details", it would have instead a transparent set of rules that generate outcomes.silva wrote:The Moves structure is the most player-centric ever
This dont make sense, sorry Whip. Thats not how the moves mechanics work. Again, the GM have a definite (and somewhat narrow) focus for improvising, which is informed by the character intention in a given context. So, if character A is trying to climb a cliff wall, the Fail roll should be a fall (or worse - fall AND have a rock slide above him ). At least this is what the principles and agendas strongly suggest ("follow contextual logic and causality"). A HAlf-sucess would make things more muddy, I agree, but a straight Fail wouldnt. In other words, yeah, GM have room for improv, but it is conditional to the declared intention of the character trying the action, and the context at hand.Whipstick wrote:You realize this is kind of my point, right? Falling is a pretty obvious potential outcome of a botched or mediocre roll on a climbing stunt but AW is a MTP game so when the MC checks his asscheeks for treasure falling may not even be on the table at all because he thinks that is boring and predictable. He may be all like "Wouldn't it be way more awesome if like, you dislodged a rock and woke up a bear instead!? I'm a genius. This isn't rail roady at all. Ignore the fact that our last three adventures had bear fights and that bear fights are a thing that I do to players."
Not sure I understand. How is dislodging a rock and waking up X not following contextual logic and causality?silva wrote:This dont make sense, sorry Whip. Thats not how the moves mechanics work. Again, the GM have a definite (and somewhat narrow) focus for improvising, which is informed by the character intention in a given context. So, if character A is trying to climb a cliff wall, the Fail roll should be a fall (or worse - fall AND have a rock slide above him ). At least this is what the principles and agendas strongly suggest ("follow contextual logic and causality"). A HAlf-sucess would make things more muddy, I agree, but a straight Fail wouldnt. In other words, yeah, GM have room for improv, but it is conditional to the declared intention of the character trying the action, and the context at hand.Whipstick wrote:He may be all like "Wouldn't it be way more awesome if like, you dislodged a rock and woke up a bear instead!?
I think he's mocking the idea that the GM would actually try to cause bear attacks to happen in every situation as a priority.ishy wrote:Not sure I understand. How is dislodging a rock and waking up X not following contextual logic and causality?silva wrote:This dont make sense, sorry Whip. Thats not how the moves mechanics work. Again, the GM have a definite (and somewhat narrow) focus for improvising, which is informed by the character intention in a given context. So, if character A is trying to climb a cliff wall, the Fail roll should be a fall (or worse - fall AND have a rock slide above him ). At least this is what the principles and agendas strongly suggest ("follow contextual logic and causality"). A HAlf-sucess would make things more muddy, I agree, but a straight Fail wouldnt. In other words, yeah, GM have room for improv, but it is conditional to the declared intention of the character trying the action, and the context at hand.Whipstick wrote:He may be all like "Wouldn't it be way more awesome if like, you dislodged a rock and woke up a bear instead!?
It is something that I can definitely see happening if I climb stuff and actually happens quite often in films too.
So if someone tries to eavesdrop on a conversation between two powerful warlords in the middle of a densely populated area, you think "bear attack" is a reasonable and logical consequence for failure? If you say yes, you are lying.FrankTrollman wrote:I cannot conceive of a context in which your declared intent would not leave "bear attack" as a negative consequence.
-Username17
If you're playing as Putin, you want as many bear attacks as possible, so you can take your shirt off and fight it in unarmed combat.FrankTrollman wrote:I cannot conceive of a context in which your declared intent would not leave "bear attack" as a negative consequence.
Dude, that isn't even a hard one. The warlords have trained bear guards. Try again.Chamomile wrote:So if someone tries to eavesdrop on a conversation between two powerful warlords in the middle of a densely populated area, you think "bear attack" is a reasonable and logical consequence for failure? If you say yes, you are lying.FrankTrollman wrote:I cannot conceive of a context in which your declared intent would not leave "bear attack" as a negative consequence.
-Username17
THanks Whipstitch for explaining whats MTP again. Yeah, I think AW may have some MTP. But the problem as I see is that the way you guys use "MTP", it actually accomodates (I think) two things that, for me, are separated/different: "conflict-resolution" and "shared narrative/authorial rights". While both could be viewed as different degrees of the same thing, I would argue they generate sufficiently distinct outcomes in play that they should be treated separatedly. So, using the POLAR BEAR ATTACK! example,Whipstitch wrote:Anyway, yeah, when people describe a game as Magic Tea Party it often indicates that the game is sufficiently rules light that the outcome of any given scenario is rarely repeatable from group to group because ultimately you are making shit up as you go rather than playing according to Hoyle. When it is fun at all, it's usually because there's a tacit agreement to run it more or less like improv--people just roll with whatever the hell anyone else suggests doing, and nobody is really out to treat the game as a problem solving exercise. Bad and good answers don't really exist, stuff just happens, and the fun is in the fluff reactions to those things, not in trying to hit certain win conditions.
MTP doesn't refer to flexibility in creating a scenario or an environment (which is what separates an improvisational medium like TTRPGs from a scripted medium like videogames) - no matter how tight the rules system is, someone still has to decide whether you're attacked by bears or not. MTP refers to a lack of rules for governing the outcomes of actions a player might take.spaceLem wrote:For all the hatred against MTP, it's also the one thing that differentiates an RPG from a board game or a computer game.
The issue is not so much that people hate MTP; it's when a game has pages and pages of rules that could be summed up by four words -- "just make something up" -- that people tend to be scornful.spaceLem wrote:For all the hatred against MTP, it's also the one thing that differentiates an RPG from a board game or a computer game.
I get that, but a board game or computer game can still only give you predefined consequences to your actions, whereas MTP allows you to use a human brain to interpret the outcome, and specifically come up with outcomes that you had not predicted. IMHO, this is a feature, not a flaw.DSMatticus wrote:MTP doesn't refer to flexibility in creating a scenario or an environment (which is what separates an improvisational medium like TTRPGs from a scripted medium like videogames) - no matter how tight the rules system is, someone still has to decide whether you're attacked by bears or not. MTP refers to a lack of rules for governing the outcomes of actions a player might take.
This boils down to you not trusting your GM to come up with a result that is consistent (which is BS anyway, see chaos theory), or not blatantly unfair ("so I rolled a 20 on an attack, that shouldn't mean I cut my own arm off"). Obviously you still need something coherent to back the GM up (Rock-Paper-Scissors is not going to be a satisfying resolution mechanism no matter how good your GM). You still need to have reasonable expectations about the outcome, even if they're not exact (you need to know what you're good at, and that missing by 2 is not a worse outcome than missing by 10). But you have to leave that room for human interpretation, or you're just playing a board game where the GM chooses the cards.DSMatticus wrote:When I make an attack roll in D&D, I know what the possible outcomes are (I can miss, I can hit) and their rough likelihoods and I can use all that information to assign values to actions and make decisions based on their value to me. D&D's stealth system isn't... the greatest, but it's there, and I can do the same thing with it. The decisions I make are informed by the consequences.
When I try to attack or sneak by something in Apocalypse World, the possible outcomes of my actions are not known. Some of them are more specific than others, but the the failure state especially is usually totally made up on the spot. If I, as a player in AW, am trying to assess the merit of sneaking past the sentries, I am immediately fucked because I cannot possibly know the outcomes and how much they will hurt me.
No one here cares about that time you had fun playing MTP. In case you haven't noticed TGD is primarily a forum about designing games and AW's resolution mechanic is badly designed. Your personal anecdotes are irrelevant to this.spaceLem wrote:Ultimately, the proof of the game is in the playing. In my personal experience, I've had much better D&D with a game that was 90% MTP,
Frank Trollman wrote:MTP is usually used in the context of "that's just MTP". Magical Teaparty is the first RPG element. It's free. And we can use it to mind caulk anything. That's not revolutionary, and the results aren't predictable.
So when someone says they have a cool system of handling something, and that "system" is MTP, it would not be unusual at all for someone on the Den to say "That's just MTP." And even though tone doesn't carry over text on the interwebs terribly well, I want to assure you that the sentence would be absolutely dripping with scorn. But it wouldn't be dismissive and contemptuous because MTP is inherently bad, it would be such because the delivered product would be literally the equal of what a five year old could do.
If a five year old does a stick figure in crayon, it is charming and goes on the fridge. If a grown man does one and asks why I don't want it on my fridge, I don't think that needs a reasoned response. It deserves a dismissive and cruel comment. And I am sure that it would get one.
But what MTP is, fundamentally, is worse than every single other rule in your game. At least, it fucking better be. Because MTP is free and takes up zero space. So absolutely any rule you write that isn't better than MTP is something you should cut in editing. Which doesn't mean MTP is "bad" or that it doesn't have a place. It just means that every single rule you include in your game is supposed to be better than MTP.
-Username17
Probably not, but there was more to my post than just anecdotes. I haven't played AW, so I can't comment, but designing your system so there is no room for MTP is a mistake, and should be left to board games and computer games.Lord Mistborn wrote:No one here cares about that time you had fun playing MTP. In case you haven't noticed TGD is primarily a forum about designing games and AW's resolution mechanic is badly designed. Your personal anecdotes are irrelevant to this.
I almost entirely agree with this, except to say that you've got to know when to stop, and know when adding more ingredients to your pie is not making it any better.Frank Trollman wrote: But what MTP is, fundamentally, is worse than every single other rule in your game. At least, it fucking better be. Because MTP is free and takes up zero space. So absolutely any rule you write that isn't better than MTP is something you should cut in editing. Which doesn't mean MTP is "bad" or that it doesn't have a place. It just means that every single rule you include in your game is supposed to be better than MTP.
And no one noticed the trained bears while sneaking in? No one had heard that these guys had trained bears while scoping out the mission or during any of the previous interactions they may have had with the warlords leading or their henchmen leading up to the mission? You could have the negative consequence of any given action be "bears are beamed down by passing aliens" but that doesn't mean it isn't completely inappropriate to the context of the situation.Drolyt wrote: Dude, that isn't even a hard one. The warlords have trained bear guards. Try again.
Did you fucking ask how many trained guard bears those warlords have? You didn't fucking mention how many guard bears the warlords had when you described the scenario, so they could plausibly have any number between zero and many.Chamomile wrote:And no one noticed the trained bears while sneaking in? No one had heard that these guys had trained bears while scoping out the mission or during any of the previous interactions they may have had with the warlords leading or their henchmen leading up to the mission?Drolyt wrote: Dude, that isn't even a hard one. The warlords have trained bear guards. Try again.
Sorry, what does "MC" stand for? I keep thinking master of ceremonies, but that doesn't seem quite right for an RPG somehow.FrankTrollman wrote:And the MC can have the warlord call in their trained guard bears because no one mentioned how many guard bears were on hand. Anything undeclared can be declared. Even guard bears. Especially guard bears.
MC just stands for MC. The origin of the term has to do with the Czechoslovakian knockoff of D&D called "Dračí doupě". Their translation of "Dungeon Master" is "Pán Jeskyně" (PJ). This would be funny enough, but that translates back to English as "Mister Cavern". Because the "Pán" honorific means both "Mister" and "Master" (and obviously is more commonly used as the former), and they happened to translate "Dungeon" as their word for cave, rather than their word prison (Vězení).spaceLem wrote:Sorry, what does "MC" stand for? I keep thinking master of ceremonies, but that doesn't seem quite right for an RPG somehow.FrankTrollman wrote:And the MC can have the warlord call in their trained guard bears because no one mentioned how many guard bears were on hand. Anything undeclared can be declared. Even guard bears. Especially guard bears.
Heh, fair enough!FrankTrollman wrote:I don't think I have to explain how finding out that the DM was called "Mr. Cavern" in another language caught certain peoples' imaginations.