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<blockquote data-quote="Manbearcat" data-source="post: 8186159" data-attributes="member: 6696971"><p>On combat, these are some meta-principles (if the first two look like 4e principles, there is a reason for that!) I use in PBtA and FitD games which I feel invest those conflicts with danger and interesting decision-points:</p><p></p><p><strong>* Create Space and Movement</strong></p><p></p><p>Range, Reach, Forceful tags and Defy Danger (or another applicable move) are so important to Dungeon World. Try to make every combat like Indie's mad dash from the crumbling temple in RotLA or the ranging duels in PotC. Navigating the space between enemies is an obstacles course. Create decision-points that leverage the inherent danger in that space (or lackthereof) and keep pressure on with distance and incentives to navigate it.</p><p></p><p><strong>* Use Multiple Enemies/Hazards and Variety</strong></p><p></p><p>This one integrates with and helps animate the meta-principle directly above. The other thing it does is it creates new axes for decision-points. If we don't get to the ridgeline to attack that Artillery, they'll perpetually rain fire down upon us. But how do we navigate obstacle x and y (could be Shock Troops, could be a dangerous climb, could be assassin vines, etc) that is between here and that entrenched position? The Insane Gibbering of the Abomination creates an aura that must be confronted to defeat it. The Sorcerer (Controller) has just cast Earth to Mud and has made pockets of the battlefield treacherous to close distance.</p><p></p><p>And multiple enemies are fundamentally more dangerous in DW while simultaneously more interesting, being vectors for a larger number of soft moves (and the snowballing of those soft moves).</p><p></p><p><strong>Develop Your "Cost Game"</strong></p><p></p><p>Make the fight about more than HP ablation. Threaten precious things; people, places, ideas (Bonds/Alignment).</p><p></p><p>7-9s are intentionally in abundance. Do you want to lose this intangible fictional positioning (time/space/ability to martial move x, y, z) or will you part ways with tangible resource (Armor, Weapon, Adventuring Gear, Rations, Bag of Books, Coin, Pack/Purse to hold this stuff, etc, etc)?</p><p></p><p>[HR][/HR]</p><p></p><p>Incorporate these meta-principles with the broader principles of play and practice your GMing game to improve the way they manifest in play.</p><p></p><p>How do you feel you did on those grounds in your first combat?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8186159, member: 6696971"] On combat, these are some meta-principles (if the first two look like 4e principles, there is a reason for that!) I use in PBtA and FitD games which I feel invest those conflicts with danger and interesting decision-points: [B]* Create Space and Movement[/B] Range, Reach, Forceful tags and Defy Danger (or another applicable move) are so important to Dungeon World. Try to make every combat like Indie's mad dash from the crumbling temple in RotLA or the ranging duels in PotC. Navigating the space between enemies is an obstacles course. Create decision-points that leverage the inherent danger in that space (or lackthereof) and keep pressure on with distance and incentives to navigate it. [B]* Use Multiple Enemies/Hazards and Variety[/B] This one integrates with and helps animate the meta-principle directly above. The other thing it does is it creates new axes for decision-points. If we don't get to the ridgeline to attack that Artillery, they'll perpetually rain fire down upon us. But how do we navigate obstacle x and y (could be Shock Troops, could be a dangerous climb, could be assassin vines, etc) that is between here and that entrenched position? The Insane Gibbering of the Abomination creates an aura that must be confronted to defeat it. The Sorcerer (Controller) has just cast Earth to Mud and has made pockets of the battlefield treacherous to close distance. And multiple enemies are fundamentally more dangerous in DW while simultaneously more interesting, being vectors for a larger number of soft moves (and the snowballing of those soft moves). [B]Develop Your "Cost Game"[/B] Make the fight about more than HP ablation. Threaten precious things; people, places, ideas (Bonds/Alignment). 7-9s are intentionally in abundance. Do you want to lose this intangible fictional positioning (time/space/ability to martial move x, y, z) or will you part ways with tangible resource (Armor, Weapon, Adventuring Gear, Rations, Bag of Books, Coin, Pack/Purse to hold this stuff, etc, etc)? [HR][/HR] Incorporate these meta-principles with the broader principles of play and practice your GMing game to improve the way they manifest in play. How do you feel you did on those grounds in your first combat? [/QUOTE]
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