D&D General Fighting Law and Order

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That's a bit more difficult in Dungeon World due to the nature of the resolution system.
You mean risk mitigation is more difficult? That's a shame, as at face vaue it would seem to take quick and-or creative player-side thinking out of the equation as means of better ensuring success. (flip side, I suppose, is that it also might reduce the chance for players to do the opposite)
Do you feel anything when the players (as their characters) succeed or fail? Do you suppress all emotion towards them in the interest of keeping this strictly professional?
In a perfect world, I'd feel no emotion around their successes and-or failures.

In reality, while I don't often cheer when they win (or lament if they lose)* I will cheer when the dice happen to allow someone to pull off some spectacular long-odds move or other.

* - though in either case I will sometimes look back and lament any errors I might have made, be they for or against the PCs.
Again, that is a conclusion that I reached from reading these Dungeon World principles together and not in isolation from each other. Likewise it came from listening to other people talk about the game and watching it in action. Same with the OSR principles.
OSR principles?

I didn't realize the OSR movement had become co-ordinated enough to develop overarching principles.
They do not exist in isolation of each other. One Lego piece doesn't make the whole set. Instead, each piece builds on the other. Same with game principles.
True, but when one piece stands out as a proud nail (and IMO "Be a fan of the characters" rather does) it tends to draw attention on its own.
 

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Now, it is possible you didn't give a creative, realistic, or interesting description in your telling here and the at the table explanation was much better. I can't know that.

It is also possible for something that us uncreative, unrealistic, and not particularly interesting to be fun at the table.
Everyone does like different things.
However, from your own description it wasn't fun for the group (and let's be honest - you have no idea if it would be fun for millions of people).
And when you play an open RPG, such things happen. No DM, that is not leading the players or just giving them exactly what they want runs the risk of 'anything' happening. And fun is subjective.
I don't completely agree or disagree; however, you don't seem to have that skill. Or if you do, you don't practice good judgement with that knowledge. It sure didn't help you create an encounter that reflected this group that you read like an open book.
Well, I knew they would fall for the npc false story hook, line and sinker. I knew if they were given even a vague challenge they would do exactly what they did: They each ignored each other and fought like 'cool lone wolves', and lost. I knew without a Buddy DM looking out for them, they would get their characters killed.

And yet, you were completely blindsided by the fact that certain people would be so disturbed by the inclusion of Borg babies that they would refuse to continue playing.
Something that is in the TV show and something they KNEW was in the show, and YET it is something that THEY chose not to bring up before the game. This is where personal responsibility comes in.

Well, if you don't eat meat for a while, eating it can make you sick. So no, I wouldn't expect a vegetarian or vegan to eat meat just to please someone. On the other hand, people who mostly eat meat don't suddenly get sick by eating vegetables for a meal. Also, there's nothing stopping one from having a ribs-based dinner with vegetarian side dishes.

It's called acceptance. A person who refuses to accommodate another person's food choices and needs isn't accommodating, whether we're talking all-meat or pure vegan.
But you just proved it wrong.

Your fine with making someone eat food they don't like or want, as long as you agree with the food choice. 12 people come over for dinner, one is a vegan, so everyone must eat a vegan meal. But you would not only would you not do it for a food choice you did not agree, but you'd pull out some medical reason too.


Do you think all movies are the same? Or that the only options are "deals with dark subjects front and center" and "stuff for small children"?
Most movies are different. Yes, there are adult movies and kid movies. Though really nearly all kid movies have problems too. For example most kid movies have the "dumb dad and super mom" trope.
So? You still don't bother to give a head's up?
Are you not counting me asking them to read the parents guide a heads up?
So I guess you don't bother to give a head's up, since you must've mislead people as to what your "adult unrated game" means.
No, it's more players are false or just lie.
Personally, I don't understand the flex. As a GM, I can at any time go "rocks fall, everyone dies." Merely spreading it out to a bunch of different encounters isn't all that fun or interesting.
It's different game styles and goals.
Have you considered, instead of railroading, just writing a book? Then you never have to worry about those pesky PCs actually going against your plans.

Or is this in fact just an elaborate troll? I can't remember ever hearing anyone saying they "railroad hard" as if it were a point of pride.
Good PCs in my games love the Railroad to Adventure....and it's an Invisible Railroad to them anyway.
 

Yeah, it's a very different approach. I wouldn't do anything similar to what the OP did, but in my D&D game what happens once their in jail depends on how I envision the jail being set up. Then think about NPCs and groups that could be interested. What do those actors do? Do the PCs have a benefactor with pull, how do I envision the legal system working, do the PCs have any chance of escaping on their own if they want?

I think the biggest issue I have with these recurring themes of "But other games..." is that they aren't really relevant. It's like telling someone what to do if you're flying a plane and get into a tail spin as advice on what to do if your car starts to spin on ice. It's just not helpful in any way.

Telling people about soft moves and hard moves in DW seems to be about as helpful as advice on when to go all in while playing Texas Holdem.
Which is why I said D&D would need its own, distinct equivalent rules. I explicitly said that you cannot just copy-paste from one to the other. In fact....
D&D is, of course, not actually identical to DW. You cannot simply rip out its rules and apply them to D&D, even though DW was made in emulation of a particular idea of how D&D can be played. You would need to do design work and testing before you could determine what constitutes good guidance and how to go about supporting the most effective actions. Much of this will, in the end, be a matter of codifying the intuitive "best practices" many current D&D DMs already use. Which is part of the point! We want to be able to take the wisdom and experience that previous generations of DMs have built, and condense that into useful guidance, so that the next generation can condense "20 years of DMing" to "a few hours of reading and a few months of practice." That's why we develop any body of technique and teaching, to make it so you don't need every single person to start from banging rocks together before they can move on to forging metal.
Did I not cover exactly the analogy you have given? They are different vehicles. I think they're much more comparable than cars and airplanes, more like a sports car vs an off-road SUV, but regardless, I specifically said that we cannot and should not just rip the rules out of DW and pretend that they can be applied everywhere. I've always been very clear that good rules require substantial testing and revision. Building something of the kind that PbtA games have, the equivalents of "Agendas" and "Principles" for proper D&D, would and should be a significant effort requiring testing and refinement.
 

I agree. When I play a character and not DM, I don't want to world build either.
Same here.

However - and I see this every week - when some players want to world-build (or the DM asks them to) and others don't, the inevitable result is that you end up with what feels like two "tiers" of players in the same game.

It's bad.
 

PuffinForest has a funny video of a campaign he DMed in which for three adventures in a row, the questgiver stabs the party in the back.
After getting burned twice one would think the players would start greatly distrusting their quest-givers and take steps to avoid getting double-crossed again. If they didn't, they've only themselves to blame for getting nailed a third time......
 

And here we have a beautiful demonstration of exactly the kind of problem I have with absolute, unilateral power in anyone's hands at the table. (I would put quotes, because those exact words were used repeatedly and intentionally, but that was apparently scare quotes, so I'll stop.)

This DM is well-meaning. The players are happy to come to the game. The relationship between them is not inherently dysfunctional. They share common interests on many things, and everyone genuinely wants everyone else to have a good time (knowing that for that to happen, they must sometimes have delayed gratification, suffer setback/failure, or make sacrifices.) But the unilateral DM, purely by being unilateral, cannot account for or benefit from anyone's perspective but her own. The absolute DM cannot take advantage of criticism: as was explicitly said by Bloodtide earlier in the thread, even to let (say) your SO pick the restaurant tonight and agree thar you can pick next time is an unacceptable abrogation of autonomy. To adjust even that little for another is preposterous.

The DM above was only able to realize what they were doing, and that what they were doing is a problem, because they were able to listen to feedback, accept criticism as real and valid and (in some sense) binding, and adjust to the interests and needs of others. Only by talking could this problem be sighted, spoken, and solved. Yet as we have spoken with the OP, we've seen that talking was never an option here, rejected from time zero.

Good rules—prudent, instructive, guiding, specific enough to be applicable but general enough to apply widely, and other properties that are difficult to obtain but well worth the effort of seeking them—are extremely useful for addressing this kind of issue. Are they a perfect panacea? No. But like many treatments, we should not let a lack of perfection get in the way of helping in the many cases where it can help. Rules are tools. To discard them or treat them as mostly-useless garbage to chuck out whenever and wherever you feel like is wasteful. There are better ways than absolute and unilateral.

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@Oofta I have personally felt that I answered your questions about the nature of hard and soft moves previously, but evidently I have not. So here's some text from the game, and then some text from me. I don't claim to be the best DW GM. Far from it, really. My players have fun and I honestly kind of hound them for feedback (they're mostly pretty laid back so "good session" is often the most I get without poking!), but whether I'm totally true to the spirit, I don't know. Anyway, from DW itself (bold in original; italics used to identify sidebars.) First, a few of the Principles most relevant to your question, then some info about moves themselves and how to make them.



Some of these are empowering, e.g. Think Offscreen Too is an explicit instruction to include dangers, problems, and events which will only be revealed when the players discover them. Some are limits, like Begin And End With The Fiction, and I would say that that is a strong limit against various things mentioned in this thread and other threads. Folks have mentioned here, for example, that the alternate copies of the PCs were rather hard to swallow as a response to their situation, and that the NPC helping them was kind of hard to make sense of (e.g., the players felt they needed to kill the guard who freed them—why? That's suspicious, and implies some conflicts over the fiction grounding the actions taken, on both sides of the screen.)



From there, it goes on to talk about various specific moves, such as "offer an opportunity with cost," "deal damage," "show a downside to their class, race, or equipment," and "reveal an unwelcome truth," among others. It's too much text to quote directly, several pages' worth of discussion. These more specific descriptions give guidance for how to use the various moves, including monster and dungeon moves, which are things the GM must create for each locale/creature contextually (e.g., the aforementioned ogre flinging someone away? It probably has a "fling puny enemies away" move, or something like that. Its attacks might also do that, if it has the Forceful tag, which it probably should, given the expected size, strength, and violence of ogres.)

As for my own words...

Some of the player moves in DW explicitly limit my behavior. I must truthfully answer any question asked with Discern Realities (which is why it has a defined, narrow list of questions!) If someone rolls Spout Lore (essentially, a "knowledge check"), then I must give an answer that is both interesting and useful when they roll 10+ full success, but I only need to make it interesting ("it's on [the PCs] to make it useful") for a 7-9 partial success. Some of the player moves explicitly empower me, e.g. to continue with Spout Lore, I am empowered to then ask how the character came to know whatever answer I just gave them, and the player must now answer truthfully as well. Obeying these moves, without just deciding not to because I feel like it, is thus openly and explicitly part of play; the players can see that my behavior as GM is bounded too.

As for hard and soft moves, soft is the default state, and something must happen for a hard move to apply: the players fail a roll, make a decision that ignores a threat, or take a risk knowing that there may be costs, or something similar. I no longer remember your specific intended example of a move that is "too hard," but the Principles and Agendas guide here. Always, with everything you do, you must Play To Find Out What Happens. "Rocks fall, everyone dies" is not playing to find out what happens; it is simply fiat declaring what happens. This is thus forbidden by that Agenda. Likewise, most other forms of doing something fundamentally and permanently ending something (a life, a story, a goal, an item, whatever) are "too hard" to be casually dropped whenever you feel like it: doing so runs afoul of the Agenda mentioned, as well as a few of the Principles (certainly "begin and end with the fiction" and "make a move that follows," among others.)

Likewise, moves that are too soft will fail to actually drive the story forward. Things will just sit in ambiguous "something is about to happen" land. The impending threats need to be actual threats, the opportunities-with-cost equally real in both what they make possible and what cost they will exact if taken. There is certainly a curve of learning how to provide exciting and open-ended challenges. I myself only recently realized that I've been handling monster attacks poorly, making it basically "an attack is incoming that you obviously have to dodge! What do you do?" And of course the players' answer is "I dodge." I'm having to train myself to start thinking before the attack actually rolls out, making soft moves earlier in the process so there is greater tension and more opportunity for difficult decisions and open-ended outcomes. But I realized this...by going back and rereading the book! Turns out it had had the guidance I needed all along, I just forgot it.

Something I keep coming back to here is that "begin and end with the fiction" is a pretty strong guideline, especially when paired with "draw maps, leave blanks." That is, the former says (more or less) "only do things that are well-rooted in the world and understandable through said world." The latter says (more or less), "don't prepare more of the world than you need, and intentionally leave parts of it undefined so they can be discovered later." Together, they actually put some limits on the GM's ability to just enter whatever they want into fhe fiction. There will always be some things the players don't know, that's why you are reminded to "think offscreen too," but that Principle has a shadow in how it is phrased* that must be remembered too: you should usually be thinking on-screen, but sometimes supplement that by thinking offscreen.

Most moves that would be "too hard" run aground on one of those issues. Either they aren't playing to find out what happens, or they're not beginning and ending with the fiction, or they're failing to leave necessary blanks. When the Agendas and Principles are understood and applied, and the text of individual player moves obeyed, it becomes very difficult to accidentally fall into bad GMing, and usually really easy to spot intentionally bad GMing. By making it easy to spot and call out, even if someone is tempted toward such behavior, actually doing it becomes less likely, as people will usually realize they will ger caught (or, being more charitable, they will realize there is or could be a problem and self-correct before it flowers.)

*E.g. the "Bend Bars, Lift Gates" move format has you choose from a list of descriptions, most of which are in the negative: it doesn't make an ordinate amount of noise, it won't be difficult to fix, etc. By NOT choosing any given option, the player is thus signalling that the reverse is true: it DOES make a lot of noise or it IS going to he difficult to fix, etc. Much of Dungeon World relies both on what the rules directly say, and on what must be (pretty straightforwardly and directly) true because of what is said.

First, any DM should be listening to feedback from their players. Making the final call on rules, being primarily responsible for everything outside the control of the PCs doesn't change anything. If something isn't clear, if people don't understand what's going on, we'll discuss and clarify. Unlike the OP I have no problem talking about the game, and not talking about it occasionally would just be odd. I think unilateral power as you present it is quite rare. At least for anyone thar wants to DM more than once.

Second, as far as moves and so on, I just covered that. I didn't grok how it worked before, I think I'm closer now thanks to the streams I've been listening to.

But I'm not playing a PbtA game. I've learned enough about it that I wouldn't want to. So I don't see how most of what you're talking about is even relevant. In D&D saying that you should begin and end with the fiction is kind of like saying water is wet. The fiction is everything the DM controls, so of course you begin and end with that. But the fiction isn't driven by the players. It can change in response to the player, but it exists on it's own, completely separate from the players.

So all of this has a tendency to just comes off as "My favored game is better." If ideas in DW can't apply to D&D, why even bring it into the conversation?
 

Well, I knew they would fall for the npc false story hook, line and sinker. I knew if they were given even a vague challenge they would do exactly what they did: They each ignored each other and fought like 'cool lone wolves', and lost. I knew without a Buddy DM looking out for them, they would get their characters killed.

If you knew, truly knew, that the challenge you designed would lead to a TPK and, as/more importantly, that it would be no fun for the group why would you spring it on them? That's rock falls everyone dies but crueler!

You seem to have no aversion to designing "party specific" challenges and have no aversion to railroading/illusionism, in fact you prefer it.

If you know the group has serious difficulty functioning as a unit and you want to address that, why not design a series of challenges/encounters that does so. Even making them progressively harder so the group sees that IF they don't start working together it's GOING to get bad and they'll likely fail/die. If the goal is to form them into a "cohesive unit" (not something I'm necessarily advocating, but I can see it) why go right to the end stage "slaughter them" encounter?
 

I guess you don't read fanfic. I swear, the more a fanfic writer loves a character, the more pain they put them through, and not always with a happy ending in mind.
Generally I avoid fanfic like the plague these days, after having endured my share of it in all its lack-of-glory in younger days.
That's where putting those cool things into the game in the first place (letting there be places where each character can show off their stuff) and good narration are necessary.
Agreed, though while I'm fine with putting in situations where each character can potentially show off its stuff I'm not going to force the party to find them, nor am I going to specifically say anything like "Hey, Druid, you're up!" if-when they do find one.
 

You mean risk mitigation is more difficult? That's a shame, as at face vaue it would seem to take quick and-or creative player-side thinking out of the equation as means of better ensuring success. (flip side, I suppose, is that it also might reduce the chance for players to do the opposite)
That's...not at all what was said.

Most of the "risk mitigation" you speak of would occur purely within the fiction. You might need some mechanics here and there (e.g. expending some Adventuring Gear, or the Fighter breaking something and thus triggering Bend Bars, Lift Gates), but most of the "risk mitigation" will be in terms of managing what, exactly, is at risk. Once that's settled, the player acts and (most likely) a move occurs, often Defy Danger because that's sort of the generic move for "stuff is dangerous."

One tool that can affect success is Discern Realities. If you ask a question, you get +1 forward (meaning, +1 to your next roll only) when acting on the answers. So if you ask a question about your enemies or a dangerous threat, that +1 can significantly improve your chances. When you normally can't get more than +3 to a roll (that's the maximum stat modifier), a total of +4 is quite nice, since it means the only roll that can truly fail is snake eyes (1 in 36 chance.) Even going from +1 to +2 is a lot, taking you from 10/36 (27.77...% chance to fail) to 6/36 (16.66...% chance to fail), which is more than ten percentage points higher success rate.
 

Yeah, it's a very different approach. I wouldn't do anything similar to what the OP did, but in my D&D game what happens once their in jail depends on how I envision the jail being set up. Then think about NPCs and groups that could be interested. What do those actors do? Do the PCs have a benefactor with pull, how do I envision the legal system working, do the PCs have any chance of escaping on their own if they want?

I think the biggest issue I have with these recurring themes of "But other games..." is that they aren't really relevant. It's like telling someone what to do if you're flying a plane and get into a tail spin as advice on what to do if your car starts to spin on ice. It's just not helpful in any way.

Telling people about soft moves and hard moves in DW seems to be about as helpful as advice on when to go all in while playing Texas Holdem.
I double-checked. DW originally came into the conversation of this thread when @EzekielRaiden talked about the principle of "be a fan of the characters." The discussion of moves really came into the conversation when you invited discussion, in the post where you first mentioned me, by saying that you couldn't see how DW's system would have precluded the scenario in the OP. I think that the discussion of moves came about less because moves were relevant to the OP and more about the tangential discussion that came from pulling that stray thread, intentionally or not, about how DW works. That's just my reading of how it transpired.

You mean risk mitigation is more difficult? That's a shame, as at face vaue it would seem to take quick and-or creative player-side thinking out of the equation as means of better ensuring success. (flip side, I suppose, is that it also might reduce the chance for players to do the opposite)
In addition to what @EzekielRaiden said, I would note that Dungeon World is more interested in player character dramatic consequences than in player-side skill. There are GM guidelines in either Dungeon World or Stonetop or even both that says that the GM's agenda does not include testing the players' skills. This is not to say that there is no risk-mitigation in the game, but the game also wants forward momentum and players to make tough choices. Often the best way to mitigate risks is to avoid triggering rolls through your actions in the fiction in the first place.

In a perfect world, I'd feel no emotion around their successes and-or failures.
It sounds like in your perfect would, the GM would be AI. 😜

OSR principles?

I didn't realize the OSR movement had become co-ordinated enough to develop overarching principles.
Principia Apocrypha (2018) by Ben Milton, Steven Lumpkin, and David Perry. This has definitely been discussed in threads you have made contributions, and I have also already linked to this in the thread already.

True, but when one piece stands out as a proud nail (and IMO "Be a fan of the characters" rather does) it tends to draw attention on its own.
Just because it's the one principle that got under your thin skin doesn't mean that it stands out any prouder than the other principles. ;)
 

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