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PbtA Theory: Why You Reach for Moves

A topic by Meguey & Vincent Baker, et al created Mar 17, 2019 Views: 4,127 Replies: 9
Viewing posts 1 to 6
(+10)

[From Twitter, somewhat edited]

So you have a whole bunch of stuff in a game's design, right? You've got characters, fictional setting, dice, rules, abilities on character sheets, player roles like "player" and "GM"...

...And you have the moment of play, four friends talking together, live, right now.

It's tempting to say that the design-stuff "constrains" the moment of play, that the moment of play "enacts" the design-stuff. But I think that's backward. In the moment of play, you reach into the design-stuff and choose what of it you'll bring to bear. Better to say that the moment of play draws on the design-stuff, that the design-stuff is there as a resource for the playgroup to use.

Especially as a designer, I'm always tempted to take the view that game design, like, causes gameplay, but I don't think it's so. The live interaction of the players, that's what's real. Designing a game means winning the playgroup over to doing things your design's way, again and again, moment to each individual moment.

Now, PbtA games are pretty good at this. Moves are evocative, high-impact, high-color little bundles of game design. They're easy to read, easy to remember, and they're easy for a designer to lay up for those moments when the playgroup is likely to be uncertain in play. Consequently, at that moment of uncertainty, it's easy for the playgroup to reach out for a move and bring one into the game.

When someone attacks someone, for example, a playgroup is likely to want some rules to draw on, and moves make it easy to place some rules there for them to reach for.

(Relatively easy!)

But so that's #1: design-stuff that's you lay out, waiting and available, to bolster uncertain moments, ease or forestall awkward moments, in the playgroup's unstructured conversation.

#2 is design-stuff that gives a particular player a conversational benefit when the playgroup remembers it and brings it into play. PbtA games are pretty good at this too.Take for example, from Apocalypse World, the Maestro D's move just give me a motive. Whenever you want, you name a character who could conceivably eat something that you've handled, and maybe you've poisoned them! Ha!

This move isn't designed for a moment of natural uncertainty or awkwardness, it's designed for the player to remember it and bring it into the conversation opportunistically, precisely for the benefit it offers.

Here's a fun nuance of this idea. A rule like this can offer you a benefit as a player, and/or offer your character a benefit as a fictional person.

In a game where your goal as a player isn't to see your fictional character to victory, these can be completely different things! And this, I think, is one of the hidden keys to designing good moves in PbtA games: on a miss, you the player still get a conversational benefit, even if your character suffers.

Conventional wisdom says, "a miss is never 'nothing happens,'" and I think that's not the whole story, it's just the starting point. From there, additionally, even on a miss, you as a participant in the game have asserted yourself positively upon the live conversation.

You've said something interesting, and the conversation continues in full respect of it.

A good move validates your idea and takes it seriously, affirms you as an active and positive contributor to the conversation, encourages the other players to build on your idea, even when it has to give grief and hassle to your character. In other words, it makes sure that punishing your character IS NOT the same thing as shutting you out of play.

And what this means, of course, is that you as a participant in the live, urgent, unstructured conversation of play, you are willing and eager to reach out opportunistically for design-stuff to bring into action. You're willing and eager to roll those dice, secure in the knowledge that it'll matter, and it'll be good, and you won't regret it even if your character does.

So that's what I've got. You reach for moves (a) when the conversation hits a moment of natural awkwardness and you want a little bit of structure to get you through it, and (b) when you remember a move that will give you some leverage on the conversation that you want.

What do you think?

-Vincent

(+6)

your point (a) here is honestly why i'm very close to trying to port in "when you [____]" -style moves into my otherwise forged-in-the-dark-meets-facade game, replacing FitD style actions - especially for players who may not be super familiar with the tropes and actions of wrestling (which includes me!), trying to figure out when to reach for the dice is really tough. Do I roll to try to hit you every time? do i roll just at the key moments? does failing a roll mean i fail to do it, or that i do it and it looks bad? 

right now the way i have it written as "When you use Glory, you are showing the audience why they should want you to win", etc - reading this has actually convinced me that "when you show the audience why they should want you to win, roll Glory" might work a lot better for giving players a repertoire of moves to make rather than just actions to roll, and would let me tighten it to clarify when rolls should happen and why. you know, just to add one more thing on this frankenstein game lmao

(+1)

100% agreed!

For the past couple of months I have been preoccupied with thinking about the smooth flow of play. The moment that everyone who plays-to-find-out experiences, when after a while the game just catches and all of a sudden, Woah! we're going somewhere! We have momentum, and events are flowing from our lips with direction and purpose. I think that what you've outlined here is a crucial element to understanding exactly what's going on when that happens.

You don't get that smooth flow of play and purposeful direction unless the game addresses itself to the smooth and purposeful flow of conversation. But since we're making this up as we go along, and we can guess but never know for certain what the next move could be, there's always going to be gaps and uncertainties in the conversation. And those moves which give you a positive and active role in shaping the conversation can only really come into play if you already feel more or less certain about the conversation and the grounds on which you invoke them.

(2 edits) (+1)

I also want to talk a bit about what it means to regret making a move! Why would you regret your contribution, and under what circumstances?


[edited, because I regretted the word "ever". I have definitely regretted moves I have made, and did not want to imply that isn't a thing I thought was possible]

(+1)

I know I've regretted making moves because they made the conversation about my character or about the situation less interesting. In some groups, a short digression can lead to a ret-con or to a brief set of forward-revisions to get everyone back on the same page,

As for what that means, in what sense? What it means for designing the moves and the system or something else?

(1 edit) (+2)

Here's what I mean:

(cw for violence against teenagers)

One time I was playing Apocalypse World with my partner, and this shitty teenager was going to rat my character out to a gang of fascists in the community for raiding the liquor stores at night with a friend. It wasn't a moment of indecision, where we had to reach to the game for support. This was an active decision, where I picked a move of my own volition for some perceived benefit. I threatened the kid with my crossbow to try to get him to back down, but nah, he was a shitty teenager pumped up with his own sense of importance and invulnerability so he wouldn't back down, and because I was going aggro neither could I. I couldn't bear to kill him so I shot him in the leg and bolted.

(end of cw)

I, me personally, regretted the hell out of that decision. After the end of that session we haven't played in that campaign since.

From some distanced narrative perspective that I can acknowledge but not fully inhabit, I know that that was a powerful moment, that it had moved the game forward somewhere new and interesting, that it was a profound statement on the nature of violence and my regret was in that sense justified. I know that I most definitely had not been locked out of play, and none of my powers as a player to act on the conversation had been diminished, but all the same I was no longer willing and eager to roll the dice.

Now, we could totally go back and retcon that event, but for some reason we haven't done that. Some sense of fidelity to the fiction and the rules prevents us.

I'm sharing this story because I want to try and figure out whether there are different kinds of regrets, and whether the kind of regret that Vincent is talking about is the same as this kind of regret. Either way, the implications are really interesting to me!

If it's the same kind of regret, then we have more information about what it means when we say "regret" making a contribution, and what it means we we talk about positively asserting your idea in the conversation. Maybe we can consider more closely how to separate conversational benefit from a player's emotional attachment to fictional outcomes.

If it's a different kind of regret, then we could perhaps consider the possibility that when a player reaches opportunistically for the rules with an idea they want to bring to the conversation that it might be a bad idea, and when the game affirms that idea as a positive and active contribution to the conversation they might come out bruised and unhappy. How the heck do we deal with that?

(A third possibility I see is that you can design rules that are supposed to sting and when they do, that's the point! And yknow, fair.)

(+2)

This is interesting. I hadn't really thought of player moves as ways for them to influence the conversation before. This and the responses have given me a lot to think about with the direction of one of my games, and thank you to everyone for posting.

(+3)

I think the idea of benefitting the player as well as/instead of benefitting the character is an important one (especially if, like me, you enjoy playing characters that make poor choices, get in over their heads, and/or get their comeuppance at the end). But I also feel like there's a bit of tension with the way that PbtA moves are usually written. Moves rarely define the 6- result, so that's both the worst outcome for the character, *and* the result that gives the player the least input into the story.  It makes me want to write a proof-of-concept game in which the player decides how their character suffers on a 6-, while on a 10+ the GM picks a "happy move" to bestow on them.

(+2)

A big +1 from me for that idea!

(+3)

I'm reminded of Psi-Run which gives "first say" to the GM when the player succeeds and to the player when they fail--this changes for different aspects of the result other than success and failure, too, which seems like something PBTA-style moves could really easily leverage to shift the texture of different moves. In Psi-Run, for example, while the Goal result is as above, the Harm result gives first say to players when unharmed or minimally so, to the GM when significantly harmed, and back to the player when mortally wounded. Some of the results give first say to the other players rather than the rolling player or the GM.