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Judgement calls vs "railroading"
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<blockquote data-quote="Nagol" data-source="post: 7094906" data-attributes="member: 23935"><p>All I did is express my understanding of the message I received from your text. If I'm wrong, you should let me know -- as you did. But, I will continue the technique because I find it valuable to confirm my understanding of others' points from time to time.</p><p></p><p></p><p></p><p>Yes. Agency in generally a zero-sum game. If one party gains the agency to increase the danger level then the other party loses the ability to undo that increase. Otherwise the first party doesn't have agency merely the ability to issue recommendations.</p><p></p><p>Such constraints certainly aren't part of D&D. In fact, most situations in D&D will have no escalation or de-escalation mechanisms since they are driven from keyed encounters that were locked down during the design phase. Typically, the creature hits as hard as its stat block indicates, has the magical abilities listed, and its hp predetermined; the encounter is what it is. A DM can always inject an escalation/de-escalation in response as he wishes, of course and it has been a recommended practice over the different editions to have the environment respond appropriately to player action. Much of that form of environment response remains the same in Dungeon World. </p><p></p><p>Additionally, many D&D DMs ascribe to techniques whereby they adjust danger level off-the-cuff, typically covertly (fudging or illusionism). Dungeon World restricts those tools, but despite @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6696971" target="_blank">Manbearcat</a></u></strong></em>'s assertion, has similar ways to be deviate from a "honest" play experience if the GM wishes.</p></blockquote><p></p>
[QUOTE="Nagol, post: 7094906, member: 23935"] All I did is express my understanding of the message I received from your text. If I'm wrong, you should let me know -- as you did. But, I will continue the technique because I find it valuable to confirm my understanding of others' points from time to time. Yes. Agency in generally a zero-sum game. If one party gains the agency to increase the danger level then the other party loses the ability to undo that increase. Otherwise the first party doesn't have agency merely the ability to issue recommendations. Such constraints certainly aren't part of D&D. In fact, most situations in D&D will have no escalation or de-escalation mechanisms since they are driven from keyed encounters that were locked down during the design phase. Typically, the creature hits as hard as its stat block indicates, has the magical abilities listed, and its hp predetermined; the encounter is what it is. A DM can always inject an escalation/de-escalation in response as he wishes, of course and it has been a recommended practice over the different editions to have the environment respond appropriately to player action. Much of that form of environment response remains the same in Dungeon World. Additionally, many D&D DMs ascribe to techniques whereby they adjust danger level off-the-cuff, typically covertly (fudging or illusionism). Dungeon World restricts those tools, but despite @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6696971"]Manbearcat[/URL][/U][/B][/I]'s assertion, has similar ways to be deviate from a "honest" play experience if the GM wishes. [/QUOTE]
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