robertsconley
Hero
I stated that the campaign begins when the Referee describes the setting. This step along with the others are meant to be to read as encompassing a broad scope of possibilities.There's nothing wrong with the approach, it is simply only one of a fairly wide range of 'process of play' possibilities. A mild example of a variation on that would be something like Dungeon World, where your Step 1 doesn't happen, the game is 'zero myth' (or at least low myth, arguably). According to the rules of DW the first thing that happens is the table convenes, creates characters. During that process the GM asks questions, the players give answers, and construct backstory/bonds/alignment/etc. of their PCs.
It could a single person who is meant to be the referee creating the setting and describing it.
Or the referee of the campaign decide to delegate the creation of setting by making it a group decision. Even use a game that the group plays to develop the setting.
Or the setting be the result of a decision to adopt something that is premade. This decision could again be made by an individual or the referee delegating it to the group as a whole.
Or it can be the result of deciding to adopt a rule set that has a distinct setting woven into it like Dungeon World. Dungeon World is not zero myth. It has assumptions about about the settings it will be used for.
In all cases for a tabletop roleplaying the setting of the campaign is determined prior to the creation of characters. Because it is impossible to make character without the context a setting provides.
And to be clear the setting description doesn’t have to be complete, it only has to be enough to enable the creation of characters. Which Dungeon World does it’s opening chapters and in the aides it’s provides for character creation.
Step 2 the process of character is likewise expansive. It could be a player sitting down with a rulebook and following the character creation procedure.
The GM then describes an opening scene which relates in some way to these dramatic concerns which the players have voiced.
Which is step three.
I am familiar with the above having read and played Dungeon World. My view is that by adopting Dungeon World the referee is choosing to delegate the creation of the setting. On one hand by agreeing to let the players create new setting elements while the campaign unfolds. On the other hand by choosing to use Dungeon World with it strong setting assumptions that are baked into its mechanics.So the loop 2-5 proceeds from there, but note that the GM has no 'notes' to draw from, they describes scenes, and when the players describe what they do in response, the GM can make 'soft' moves, things that are generally not 'irreversible', unless a player ignores some opening and leaves the GM a path to make a 'hard' move, one that hurts! If a player describes an action that matches a character move (sort of like a power or class feature in D&D) then the rule for that happens, dice are usually rolled, and some mix of what the player said and what the GM gets to say (especially on a bad roll) happens.
Once a scene is played out, the GM will describe a new scene that follows from it, usually with some new obstacle in the way of one of the characters getting what they are after.
GMs can also invent 'fronts' (but only after the first session) which are 'canned' dangers they can put forth as their soft moves. So the GM could invent an 'orc tribe' that will 'invade', and give warning of that as a "doom", a move that portends trouble ahead.
So, in some sense its not THAT different from 'trad' play, but the PURPOSE of the GM's actions is rather different. Another key difference is the GM is not allowed to simply declare actions that the players describe as simply failing because something like "my map says there are no orcs in those hills." Well, if the player rolls well enough, then there may well be orcs there!
The overall process flows as I described it except there a lot more intermingling of the roles. There are still specific circumstances in which the characters find themselves. The players still decide what they do as their character. Their actions are adjudicated by a cooperative process. And the new circumstance are described which in Dunegon World is still one of the primary responsibilities of the referee as outlined starting on page 160.