I remember a discussion somewhere about how many moves are either “positive,” where they are successes with options, or “negative,” where they are success with choices. Does anyone know where I saw that?
I remember a discussion somewhere about how many moves are either “positive,” where they are successes with options,…
I remember a discussion somewhere about how many moves are either “positive,” where they are successes with options,…
What is the difference between “options” and “choices”?
I don’t remember that but, yes, that’s a thing.
Remember anything more? As right now seems more Fate RPG rules than DW.
I think in this case “options” is a positive modifier put on your success. See Ranger move Hunt and Track. The choices modify his success, also the choices in AW on Seize by Force. “Choices” in this context are looking at things that you would want all of and are interesting because of what you don’t choose. See the Fighter Bend Bars Lift Gates move. If you don’t choose “nothing of value is damaged” then that gives the GM license to damage things of value. I don’t think this is codified anywhere but it is a style that is seen in many *World games.
Wynand Louw, I meant that options modified the success while choices may mean success with a cost.
Steve Kunec maybe it’s all the time spent with games like Call of Cthulhu or many of the Wild Talents games listened to but success with some kind of price/choice tied to it really shapes the characters & worth giving the players to fret over on which happy (or bad) ending of the situation do they think the characters would want. Give them the choice then think of how to weave the world now on that one choice.
Some moves are simply riskier than others. You get what you want and you mitigate that risk. Elemental Mastery is like that. You’re fucking with big things, and the move makes that wanton craziness somewhat less painful to do.
And, it seems to me that some move reinforce a class’s role, making them excel at those tasks.