This is fantastic, and goes to about everything I care about.
Originally shared by T. Franzke
The top answer here perfectly explains how DW works. How not making a GM move when needed is breaking the rules.
I love it.
http://rpg.stackexchange.com/questions/65809/how-to-ask-nicely-in-dungeon-world
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Please expand, Noah Stevens
ReplyDeleteNoah Stevens using my charitable interpretation move, I'm getting something like this:
ReplyDeleteNoah: The GM rules are helpful, but taking them too seriously is poor GMing. Basically, these are good training wheels, which can be shod at a later date. Also, I'm tired and don't want to talk.
Is that about right?
Wow, this is a really thoughtful post. I'm totally using this in my next D&D game!
ReplyDeleteNoah Stevens From my perspective, what's so magical about the various AW hacks is that the GM is also a player -- and has rules. Often, it is through restrictions in what we can do that creativity sparks. As a personal example, I found Mage: The Ascension incredibly hard, due in part to the limitless potential. Compare to the Wizard in, say, Urban Shadows, DnD, or even Dungeon World -- where there's a spell list and you work from there. That constriction of freedom often allows me much more creativity.
ReplyDeleteI feel the same way about the hacks -- give me an agenda and principles to work within, and I can operate at a much higher creative level than if I am given a wide open canvas.
Just a bit, Noah. As you said, you're tired. Why so tired?
ReplyDeleteNoah Stevens So, a fan of World of Dungeons?
ReplyDeleteI've read some notion that AW/PbtA is similar to an onion, with different rules as the layers. At some core is something like agenda/principles/GM moves. Then the basic 2d6+Stat resolution, then the basic moves, then the playbooks, etc.
Which is to say: You can totally play a game -- and call it PbtA -- with no dice, and just the GM stuff.
That plus the basic resolution sounds like what you think is the magic part -- no?