Manbearcat
Legend
Despite being mechanically as different as night and day, 4e captures a similar result. In fact, they may not actually be that much different! Both games have clear, overt rules the players can see and leverage. Both have important guidelines for the DM--but specific advice to disregard those guidelines when it makes for a better game. Both put an emphasis on party diversity to avoid issues during play (DW classes tend to have one Core Thing, so two Fighters can be kind of dull; 4e classes have their roles, and having the four bases covered is Pretty Important). Sure, the specific mechanical implementation is different, but I mean, 4e's keywords are effectively identical to DW's tags, in that they point to specific game-rule elements and are often used for balance of some kind (consider the number of DW classes that have the "you ignore the Clumsy tag on armor you wear" feature!)
You're preaching to the choir. I've said many times that both my Cortex+ games and my Dungeon World games hew very closely (with respect to player decision-points, thematic underpinnings, and GMing principles/techniques) to my 4e games (and I've written posts analyzing why that is so). The play procedures and basic resolution mechanics have myriad superficial differences, but there is a LOT of meaningful overlap.
Part of it, frankly, is Keehnelf's ability to take a step back and tell himself, "This is a new game, with a new goal and purpose. What's that like in action? Maybe it could be fun." He doesn't expect every D&D to be the same D&D--just that it have...plausible similarity, I guess. And with our game, he's specifically pushing the system in the directions that it most thoroughly encourages: refluff things, customize your monsters the way you want them to work, have high-action high-drama scenes, be open to the strange and the crazy if your players are, etc.
I definitely feel like his experience with far, far "looser" systems is a huge boon for being a first-time 4e DM; specifically, the PbtA games.
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It's just that he can evaluate things from within their new context--as long as they don't disparage, intentionally or unintentionally, the contexts he's coming from. Because of that, I think his focus has been more on, "Wow, this is pretty solid for its goals!" rather than "Wow, this is NOT the game I expected to play!" And that difference--pleased at a thing being good for its particular flavor, rather than bothered for it not having the "right" flavor--is what has made everything else possible.
I feel that the "familiarity to indie games/PBtA system" hypothesis is pretty much moved into theorem territory. However, that might be a second order effect. Pulling back a bit, what makes it so some long-time D&D GMs are completely capable of toggling between the differences of (say) process-sim vs genre emulation or drama logic. Why can some toggle between play centered around challenge-based pacing and that centered around dramatic pacing? Why can some toggle between "push play toward conflict" and "neutral (lol?) arbiter of a stochastic system"? Why can some toggle between serial exploration of an open world and closed scenes (encounters) propelling the action?
There is something about mental framework malleability or versatility or ossification going on that has explanatory power here. It isn't just simply play preferences (a part of it yes...but not all of it). I mean we see plenty of 4e advocates outright HATE Skill Challenges and write about them in the most bastardized way possible (with utter misconceptions at the most fundamental level possible...from GMing techniques, to application of the resolution mechanics, to social contract, to player sincerity) that in no way resembles anything like what a table with players and a GM who grok (and appreciate) play propulsion based around the conflict-charged scene.
Its fascinating. I'd love to see an evolutionary psychology study done on this. Hell, I'd love to see one done on GMing and the edition wars! Obviously 8 years and 40 years aren't enough time to develop genetic adaptations, but I wonder if very superficial surmises can be drawn about non-genetic adaptations to mental frameworks over that time scale (that would start the process of putting genetic adaptations in the evolutionary pipeline).
I often wonder if I'm increasing my cognitive capacity by GMing so many different types of games or if I'm actually damaging it (or my general health) and I'm completely unaware. I'd be curious at the Cortisol levels of GMs during various moments of play. Obviously it would decrease with confidence, mental overhead reduction, and mastery...but my contention is that it would generally be elevated with respect to a standard cross-section of the human populace.
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