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<blockquote data-quote="AbdulAlhazred" data-source="post: 8974381" data-attributes="member: 82106"><p>Honestly, some burdens are lifted from the GM in, say Dungeon World, but they have given up very little power. It's more a question of how you are using it. There are no illusions in these games. When the GM makes a move it is directly related to the situation at the table. If the GM says "your torch slips from your hands and falls into the pit, you only have one left." Where's the illusion? You get one torch left, do you press on or turn back and fail to get the cure for the Fighter's illness?</p><p></p><p>See how this works, it's all in the open, simple pressure. Create threats, act on them.</p><p></p><p></p><p>It's as if you think a great GM means some sort of master manipulator, a 'Johan' who can wrap anyone around their finger. As an accomplished GM, I have been pretty successful and I am the polar opposite of that. In DW the GM preps fronts. He then invents 'dooms' which ANNOUNCE these threats, they never just appear like secrets out of nowhere.</p><p></p><p>Beyond that, read the first sections of the GM part of the DW rules. Any fiction the GM introduces just serves the cause of character development and narrative which the players own.</p><p></p><p>As for needing some special group? Nope. I can do it with any set of players you can run a dungeon crawl for.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8974381, member: 82106"] Honestly, some burdens are lifted from the GM in, say Dungeon World, but they have given up very little power. It's more a question of how you are using it. There are no illusions in these games. When the GM makes a move it is directly related to the situation at the table. If the GM says "your torch slips from your hands and falls into the pit, you only have one left." Where's the illusion? You get one torch left, do you press on or turn back and fail to get the cure for the Fighter's illness? See how this works, it's all in the open, simple pressure. Create threats, act on them. It's as if you think a great GM means some sort of master manipulator, a 'Johan' who can wrap anyone around their finger. As an accomplished GM, I have been pretty successful and I am the polar opposite of that. In DW the GM preps fronts. He then invents 'dooms' which ANNOUNCE these threats, they never just appear like secrets out of nowhere. Beyond that, read the first sections of the GM part of the DW rules. Any fiction the GM introduces just serves the cause of character development and narrative which the players own. As for needing some special group? Nope. I can do it with any set of players you can run a dungeon crawl for. [/QUOTE]
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