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Judgement calls vs "railroading"
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<blockquote data-quote="Nagol" data-source="post: 7094818" data-attributes="member: 23935"><p>Well, in D&D how much latitude for creativity expression does a single die roll such as attempting to strike an adversary in combat give the DM? In D&D the player either hits or he doesn't. If he hits, the damage might hit a threshold (death, unconsciousness, morale failure) or it doesn't. That looks remarkably like your three points. Miss or no threshold hit equals no creativity.</p><p></p><p>Now, I agree that at any point, the DM can decide to change the tactics of the adversary, but the same is true in Dungeon World. In fact, in addition to that choice at every point, the GM is forced to change the circumstances of the battle more frequently than the DM is as he has to account both for partial success results like extra danger. Some of those possible extra decision points are simple attrition (hp loss, ammo consumed, etc.) and so don't have creativity attached, but analogues to those also exist in D&D as... hp loss and ammo depletion, go figure. Dungeon World just reduces the overall number of rolls and can provide the players negative situational changes as an alternative to the attrition.</p></blockquote><p></p>
[QUOTE="Nagol, post: 7094818, member: 23935"] Well, in D&D how much latitude for creativity expression does a single die roll such as attempting to strike an adversary in combat give the DM? In D&D the player either hits or he doesn't. If he hits, the damage might hit a threshold (death, unconsciousness, morale failure) or it doesn't. That looks remarkably like your three points. Miss or no threshold hit equals no creativity. Now, I agree that at any point, the DM can decide to change the tactics of the adversary, but the same is true in Dungeon World. In fact, in addition to that choice at every point, the GM is forced to change the circumstances of the battle more frequently than the DM is as he has to account both for partial success results like extra danger. Some of those possible extra decision points are simple attrition (hp loss, ammo consumed, etc.) and so don't have creativity attached, but analogues to those also exist in D&D as... hp loss and ammo depletion, go figure. Dungeon World just reduces the overall number of rolls and can provide the players negative situational changes as an alternative to the attrition. [/QUOTE]
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Judgement calls vs "railroading"
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