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Hot Take: Uncertainty Makes D&D Better
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<blockquote data-quote="Celebrim" data-source="post: 8926585" data-attributes="member: 4937"><p>Yes, but it's also not clear to be that Dungeon World is any sort of "story game". </p><p></p><p>I haven't played Dungeon World but I do know the rules. More importantly, I know that is straight up trying to be a replacement for the D20 based system of historic D&D with the intention of being lighter and cleaner in its implementation. </p><p></p><p>Ultimately the rules I think tell me very little of how the game is played. It's highly likely that different tables playing DW are playing very different games. But I assert here the applicability of Celebrim's Second Law of RPGs which tells us: "How you think about a game, and how you prepare to play a game, has a bigger impact on how you play a game than the rules." I've often said half-jokingly that this means that any game that a DM prepares like he would D&D and which the participants think of the way they would D&D is in fact going to be D&D regardless of the rules set. And here we have a game which is straight up D&D emulation just with a different engine.</p><p></p><p>And my suspicion is that for most tables it's going to play just like D&D with less fiddly bits and maybe less set up required for GMs that find themselves getting bogged down in mechanical setup with standard D&D.</p><p></p><p>And if that is the case then it's quite possible to adjudicate DW like you are adjudicating 1e AD&D and in that case standard Gygaxian concepts of "skilled play" are going to apply, and the only difference is going to be things like the mechanics of making a saving throw that disguise that conceptually you are just making a saving throw. </p><p></p><p>If you look at the mechanical impact of story and character on DW it's really lightweight. It's strongest story mechanics are equivalent of giving story rewards to players for completing goals, with the wrinkle (which wouldn't be foreign to all D&D tables) of letting the players have a role in defining those goals.</p><p></p><p>Compare with FATE Core where story has a larger potential impact on the chance of success than the move or the ability and where the mechanics are not straightforward but are simplistic.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 8926585, member: 4937"] Yes, but it's also not clear to be that Dungeon World is any sort of "story game". I haven't played Dungeon World but I do know the rules. More importantly, I know that is straight up trying to be a replacement for the D20 based system of historic D&D with the intention of being lighter and cleaner in its implementation. Ultimately the rules I think tell me very little of how the game is played. It's highly likely that different tables playing DW are playing very different games. But I assert here the applicability of Celebrim's Second Law of RPGs which tells us: "How you think about a game, and how you prepare to play a game, has a bigger impact on how you play a game than the rules." I've often said half-jokingly that this means that any game that a DM prepares like he would D&D and which the participants think of the way they would D&D is in fact going to be D&D regardless of the rules set. And here we have a game which is straight up D&D emulation just with a different engine. And my suspicion is that for most tables it's going to play just like D&D with less fiddly bits and maybe less set up required for GMs that find themselves getting bogged down in mechanical setup with standard D&D. And if that is the case then it's quite possible to adjudicate DW like you are adjudicating 1e AD&D and in that case standard Gygaxian concepts of "skilled play" are going to apply, and the only difference is going to be things like the mechanics of making a saving throw that disguise that conceptually you are just making a saving throw. If you look at the mechanical impact of story and character on DW it's really lightweight. It's strongest story mechanics are equivalent of giving story rewards to players for completing goals, with the wrinkle (which wouldn't be foreign to all D&D tables) of letting the players have a role in defining those goals. Compare with FATE Core where story has a larger potential impact on the chance of success than the move or the ability and where the mechanics are not straightforward but are simplistic. [/QUOTE]
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