thread: 2012-06-11 : Ask a Frequent Question
On 2012-06-11, Jim D wrote:
So, it seems like AW (and most of its derivatives) have the ability to generate thoughtful, deep fiction with a minimum of effort. This, despite the fact that the rules for the conversation we're having are tightly constrained; the framework of moves, both PC and MC, explicitly prevents us from going wherever we want to. In order to accomplish something, we MUST engage with a move.
Am I wrong in thinking that the reason such fantastic stories come out of the 'World games more often than in just about every other RPG I've seen is that, by providing this structured seed for the conversation, we minimize the effect of Blank Page Syndrome by enforcing a jumping-off point for every piece of the conversation? That is, enabling better exploration of the "Fruitful Void" by deliberately blocking ourselves off with signposts?