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<blockquote data-quote="AbdulAlhazred" data-source="post: 8974041" data-attributes="member: 82106"><p>But it is EXACTLY what is written down in Dungeon World! First it tells you all about what sort of people the PCs are assumed to be, and what kinds of elements go into a game. Next it explains directly that a game of Dungeon World is a conversation between the participants, both players and GM. So, now we know who the participants are, what activity they are engaged in, and what sort of story the game is designed to produce (fantastic heroes exploring a magical world and doing heroic stuff). We also learn that the participants make 'moves', though we don't know what these are quite yet, but that is covered next (we're at page 18 now, though a number of the these pages are tables of contents, a basic intro to RPGs, etc.). At this point we learn about the basic outcomes of moves (you do it, there are complications, the GM makes a move and you get XP). </p><p></p><p>Starting on page 159 there is a very precise description of exactly how the GM operates, what he's trying to accomplish, how to do it, and techniques you can and should use during play. This is all QUITE precise and exactly describes the process of play of the entire game from start to finish! Nothing, in Dungeon World, is left to chance in terms of the structure of the game, its play process, goals, etc. It is as completely described as any board game! Obviously being a TTRPG its impossible for the rules to be a 'closed system' that provides an answer for every question that can arise in play, but the game IS functionally complete. There is no "what is not written down in the rules" as you put it.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8974041, member: 82106"] But it is EXACTLY what is written down in Dungeon World! First it tells you all about what sort of people the PCs are assumed to be, and what kinds of elements go into a game. Next it explains directly that a game of Dungeon World is a conversation between the participants, both players and GM. So, now we know who the participants are, what activity they are engaged in, and what sort of story the game is designed to produce (fantastic heroes exploring a magical world and doing heroic stuff). We also learn that the participants make 'moves', though we don't know what these are quite yet, but that is covered next (we're at page 18 now, though a number of the these pages are tables of contents, a basic intro to RPGs, etc.). At this point we learn about the basic outcomes of moves (you do it, there are complications, the GM makes a move and you get XP). Starting on page 159 there is a very precise description of exactly how the GM operates, what he's trying to accomplish, how to do it, and techniques you can and should use during play. This is all QUITE precise and exactly describes the process of play of the entire game from start to finish! Nothing, in Dungeon World, is left to chance in terms of the structure of the game, its play process, goals, etc. It is as completely described as any board game! Obviously being a TTRPG its impossible for the rules to be a 'closed system' that provides an answer for every question that can arise in play, but the game IS functionally complete. There is no "what is not written down in the rules" as you put it. [/QUOTE]
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