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<blockquote data-quote="chaochou" data-source="post: 7375526" data-attributes="member: 99817"><p>That's fair. Dungeon World started as a hack of Apocalypse World (AW) - I think as a bunch of playbooks and then it grew from there. Whatever, the assumption as DW evolved was that anyone who was going to pick it up would already have solid play-based experience with the 'base game' (AW).</p><p></p><p>Is this important? Well, kinda... Characters in AW are not a 'party'. Everyone is out for themselves, projecting spheres of influence into the chaos, and sometimes when those overlap characters help each other, other times they clash and things get tense. The important thing here is that if you're running AW, you're not running a 'party vs the world' game and so the way the dice are used in reaction to the players falls very naturally as each character pursues their own ideas.</p><p></p><p>DW is a change, in that it's starting to presuppose that a 'party' is all acting in unison. So the conflicts aren't shaking out between players - it's all between the players collective goal and the GM's resistance to that. This is not easy to do, impossible if the players are not creating new possibilities as the GM doesn't get to roll stuff...</p><p></p><p>You asked earlier about examples of 'Nature demands its price'... and I can't give you any. Can't isn't quite true, I can picture some, but that's not the point. The point is that GM-ing DW means being right there as your players say stuff, listening to what they have to say and working out what constitutes a price <em>for them</em>. It has to be done at the table <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>However... that kind of thing is easier if the players <em>don't</em> have collective goals, merely overlapping ones. They're all looking for the Fountain of Abundant Knowledge.. but the mage wants to be the only one to drink from it, the rogue wants to sell the water, the paladin wants to claim it as a holy site and the druid needs it's waters to purify the lands of his fathers. That kind of thing.</p><p></p><p>This might then be territory where Spirit Elementals can demand a meaningful price, and one which every players has a stake in...</p><p></p><p>I hope things are becoming clearer!</p></blockquote><p></p>
[QUOTE="chaochou, post: 7375526, member: 99817"] That's fair. Dungeon World started as a hack of Apocalypse World (AW) - I think as a bunch of playbooks and then it grew from there. Whatever, the assumption as DW evolved was that anyone who was going to pick it up would already have solid play-based experience with the 'base game' (AW). Is this important? Well, kinda... Characters in AW are not a 'party'. Everyone is out for themselves, projecting spheres of influence into the chaos, and sometimes when those overlap characters help each other, other times they clash and things get tense. The important thing here is that if you're running AW, you're not running a 'party vs the world' game and so the way the dice are used in reaction to the players falls very naturally as each character pursues their own ideas. DW is a change, in that it's starting to presuppose that a 'party' is all acting in unison. So the conflicts aren't shaking out between players - it's all between the players collective goal and the GM's resistance to that. This is not easy to do, impossible if the players are not creating new possibilities as the GM doesn't get to roll stuff... You asked earlier about examples of 'Nature demands its price'... and I can't give you any. Can't isn't quite true, I can picture some, but that's not the point. The point is that GM-ing DW means being right there as your players say stuff, listening to what they have to say and working out what constitutes a price [I]for them[/I]. It has to be done at the table :) However... that kind of thing is easier if the players [I]don't[/I] have collective goals, merely overlapping ones. They're all looking for the Fountain of Abundant Knowledge.. but the mage wants to be the only one to drink from it, the rogue wants to sell the water, the paladin wants to claim it as a holy site and the druid needs it's waters to purify the lands of his fathers. That kind of thing. This might then be territory where Spirit Elementals can demand a meaningful price, and one which every players has a stake in... I hope things are becoming clearer! [/QUOTE]
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