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First session Dungeon World actual play with single PC
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<blockquote data-quote="darkbard" data-source="post: 8186491" data-attributes="member: 1282"><p>These meta-principles are solid, and I think the rulebook does a pretty good job of guiding GMs into their use. Since we have extensive experience with 4E, I think I just naturally fell into thinking dynamically about tags like Reach and Forceful, but I didn't really incorporate much in the way of terrain. The choker <em>did</em> begin combat clinging to the stalactites, so there was from the very beginning a three-dimensionality at work in the scene. And I did separate the Ranger from her melee weapon, interposing the wrestling bodies of her animal companion and the ape between her and its reach. So ultimately, I'm pretty satisfied with my decision making with regard to battlefield dynamics.</p><p></p><p>What I was less satisfied with is my "cost game," twice separating the PC from their melee weapon rather than thinking expansively beyond physical equipment (or, at least, ablating equipment beyond weaponry). Losing her pick in combat in the second instance fit the fiction well, but it would have been more interesting if such a complication had not already been presented in the earlier scene.</p></blockquote><p></p>
[QUOTE="darkbard, post: 8186491, member: 1282"] These meta-principles are solid, and I think the rulebook does a pretty good job of guiding GMs into their use. Since we have extensive experience with 4E, I think I just naturally fell into thinking dynamically about tags like Reach and Forceful, but I didn't really incorporate much in the way of terrain. The choker [I]did[/I] begin combat clinging to the stalactites, so there was from the very beginning a three-dimensionality at work in the scene. And I did separate the Ranger from her melee weapon, interposing the wrestling bodies of her animal companion and the ape between her and its reach. So ultimately, I'm pretty satisfied with my decision making with regard to battlefield dynamics. What I was less satisfied with is my "cost game," twice separating the PC from their melee weapon rather than thinking expansively beyond physical equipment (or, at least, ablating equipment beyond weaponry). Losing her pick in combat in the second instance fit the fiction well, but it would have been more interesting if such a complication had not already been presented in the earlier scene. [/QUOTE]
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