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Come fare domande provocatorie e costruirci sopra

Da quello che ho scritto in Sul senso di “giocare come viene” sono nate domande e considerazioni del tipo: “sì, ok, tutti bei discorsi, ma come faccio io come GM a mettere in pratica? come faccio a favorire il nascere idee dai giocatori? a favorire che le sviluppino? a fondere le mie idee con le loro?”.
Premetto anche che quella mia riflessione era rivolta al giocatore e non al GM. Premetto anche che non c’è una risposta unica: vari sistemi utilizzano modi diversi. Ribaltando la prospettiva, da giocatore a GM, mi viene in mente che, in particolare, c'è la tecnica delle domande, che viene usata da Lady Blackbird, da Apocalypse World e da Monsterhearts (probabilmente anche da altri, che adesso non ho in mente).
Cito da Monsterhearts (è tra i Principi, p. 107):
Ask provocative questions and build on the answers.
Ask questions all the time. Ask questions in order to build up sensory details (“What does your room smell like?”). Ask questions in order to reveal perspectives (“So, what do you think about this bush party?”). Ask questions to highlight potential story directions (“Have you and Lorna ever hooked up? Have you ever thought about the possibility?”). Ask questions to reveal insecurities and fears (“Why don’t you want to sneak back into Jake’s place?”). Ask questions to reveal sources of tension (“He’s never seen you with a girl, but Brandon keeps calling you a dyke. Why?”)

Whatever answer you get, trust it and build upon it. Add your own details to the answers that players give, and incorporate whatever they say into future descriptions. If someone answers a question with something provocative and interesting, maybe even something that changes the game, go with it. Let their answers steer the story in new and unexpected directions. Ask questions in the hope that you’ll be surprised by what you hear.
Chi sa l’inglese ora ha una sua risposta. Se vi state chiedendo che mossa sia questa, direi «Sometimes, disclaim decision making» (p. 110):
In order to keep the story feral, give away your decisionmaking power from time to time. You’re doing this already when you ask provocative questions and build upon the answers. You can give your decision-making power over to your characters, or to the other players. […]

You can (1) put it in your NPC’s hands. Just ask yourself, in this circumstance, is Birdie really going to kill her? If the answer’s yes, she dies. If it’s no, she lives. Yes, this leaves the decision in your hands, but it gives you a way to make it with integrity.

You can (2) put it in the players’ hands. For instance, “Dou’s been shot, yeah, she’s shuddering and going into shock. What do you do?” If the character helps her, she lives; if the character doesn’t or can’t, she dies. You could even create a custom move for it, if you wanted, to serve the exact circumstances.

Link al post originale su Google+:
https://plus.google.com/112507662527787769890/posts/QNggMMAZSc6

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