Paul Farquhar
Legend
Morecambe Bay has plenty of fatalities.To be fair, even quicksand isn't particularly deadly. It's denser than the human body so you don't actually sink.
Morecambe Bay has plenty of fatalities.To be fair, even quicksand isn't particularly deadly. It's denser than the human body so you don't actually sink.
Morecambe Bay has plenty of fatalities.
How many actual gamers really care about player-authored rising conflict across a moral line,
No. They're guidelines, goals, and the most common things you'll do. That's far from useless. That's far more useful information than you'll get in, say, the 5.14 DMG.Finally managed to compose a complete reply.
So useless?
OK. Do you understand that most gamers make at least a very minimal map?Well, if you want to water it down to that level..
Nope. No maps whatsoever except 3rd party modules. But then I do not make dungeon crawls.
Personally, I found my games to be a lot more immersive and interesting once I started doing this--which I did before PbtA was a thing, by the way. It may be something you want to be more conscious about.Well, if you want to water it down to "sometimes" do this. Let us then say I don't care being conscious about this, and I am sure I quite a few times adress the player.
This isn't specifically a move thing. It's literally what I said: The PCs do X, you respond with Y. I mean, I assume that, as GM, you take on the role of NPCs, right?"Embrace the fantastic" levels. Coupled with an agenda.
This one is tricky, as moves are not a thing in D&D. I think I accurately described the intention in DW context, transfered to D&D terminology.
Do the first zombies or goblins get that treatment?Yes. Generic zombie 13 do not get that treatment. ("More zombies in this room"). Nor do screaming goblin raider nr 7. ("Another ambush, roll initiative")
Do your players not take notes?Yes. I know. That doesn't help. Dragging out a generator is even more pain than throwing out some random syllables on the fly. Still need to be noted and remembered at least for the duration of the scene.
Probably because DW was, like, the second PbtA game created and was addressing a potentially very different audience (D&D players) than AW was, and so they felt that they had to explain it.I wonder why they would feel this was worth a full paragraph under principles..
No, but I personally have to wonder why you feel the need to gloat at someone who fails in some way. That sounds bizarrely petty.Ok, I guess I am doing some cheering and condolences if you water it down that far. But I am also for instance doing some theatrical gloating on minor misfortune, which I guess isn't really according to then principle?
Again, see guidelines above.Yes, and that is not following the principle as described.
DW doesn't use Inspiration.Handing out an inspiration point is an act the GM does in D&D. It does not need to begin in fiction. It might end in fiction when used.
In case you don't understand, a move is something that moves the game along. You generally don't use a move to do something off-screen, because that doesn't move the active game along.Situations might change, but not as a move. Ofscreen updates typically take place off-session. This would from my understanding be prep, not moves in DW parlance.
Well, you might want to give it a shot. Your players may have extra fun if they get to show off their abilities every once in a while.Exactly. Which was my point. I am not following this.
Yes? And as I said, I am in general not doing any of these. I want to focus on the party.
What module? The original Ravenloft module? Never read it. It was in one of the boxed books, or maybe the MCA. But one doesn't need to read that module to think to address characters, not people. That's the first place I read it, but it's an idea that's been used many times since--and probably before--that as well.Nope. Read them. And see above.
You clearly do not know my game. You do pure guesswork. D&D is 1000s of different games. You read Ravenloft, and somehow think I play according to what stands there when I have never read the module?
I think the majority of people who play TTRPGs don't really care what label you attach to the game.
I'm not trying to trick anyone into anything. I'm pointing out that the things you're complaining about are things you're already doing.Please stop trying to trick people into liking narrative games. Is that kind of recruiting really necessary? Why can't you just accept people's personal feelings as they're stated?
And this is a pretty standard GMing tactic.Think dangerous doesn't describe what to do, it describe what to *think *. Yes the actual text, not just the heading.
So when the players decide they want to attack, you look at the situation and decide that they don't have to enter combat?Actually not. There is the middleman of the DM. This might seem like a formality, but it is indeed essential to the experience. If the thief picks the lock it is not the rules that say a thief tools check should be used. It is the DM that looks at the situation, and decides that in this case they want a thief tools check to be used to resolve the situation.
There might be groups that effectively bind the DM to call the roll DW style. But I think it is more common to happily accept the DM handwaving the thief tools roll because it will succeed eventually, or call for a stealth roll instead as that seem more important concern, or call for a reflex save to avoid the trap triggered by touching the lock, or call for a sleight of hand as that is more approperiate for the spesific type of lock.
This is different from fictional trigger.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.