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    A GMing telling the players about the gameworld is not like real life

    Use fire against Death Knights. If you have to ask permission to do it, well, then...
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    A GMing telling the players about the gameworld is not like real life

    I'd put DW in the low risk side; it's progenitor AW is surely more risky IME
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    A GMing telling the players about the gameworld is not like real life

    And that's why I run Railroad World by now :D
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    A GMing telling the players about the gameworld is not like real life

    Sorry, my "bad" ;) To tell the truth some of my players want just plain old gm-driven rpg more often than not.
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    A GMing telling the players about the gameworld is not like real life

    Well, I think of war boardgames, from Risk to the latest Rising Sun: the unwritten rule coming across the decades is Play to win or Do your Best trying. If a player stops to do it by the end of the game, becomes a sort of kingmaker, or simply breaks the game. One true way, or not, when one...
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    A GMing telling the players about the gameworld is not like real life

    Just chiming in quickly to say thanks for the interesting reads and replies, forumers. Since the main example seems to be Finding Secret Doors ;) I'm posting the exact Move for that purpose: a Basic Move from the Thief: Trap Expert When you spend a moment to survey a dangerous area, roll+DEX...
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    A GMing telling the players about the gameworld is not like real life

    Thanks for the detailed response. Traveller is one of those games we had bought in the 80's but never really played back then. Re: Say Yes or Roll Seems like there a basic misunderstandig. To me SYOR regards only action declaration by players in the present situation, and in case the Gm does...
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    A GMing telling the players about the gameworld is not like real life

    About the minutiae: I mean, I'm completely fine to let players describe whole sections of a dungeon, or entire new cities and their economic networks, or genealogy of gods, if they feel like it. For my part I try to mantain a sense of coherence in the setting and focus on the characters: I ask...
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    A GMing telling the players about the gameworld is not like real life

    Fair enough. No offence meant or taken. On DitV: agreed. Maybe is heavy for me. On Dw: there is no check to make true a statement from the Pc. If you are talking about Spout Lore, as I said, the new content is brought by the Gm. SYORTD and the dramatic bits: agreed.
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    A GMing telling the players about the gameworld is not like real life

    There are rpgs in which players can and are supposed to provide new fiction improvising on the fly. A couple that come to mind are Donjon by C. R. Nixon and Houses of the Blooded by John Wick...
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    A GMing telling the players about the gameworld is not like real life

    Ovinomancer (Briefly) in Dw new fiction cannot be brought thru action declaration (apart from the action of pcs themselves of course)
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    A GMing telling the players about the gameworld is not like real life

    Well, I don't know what to say... I own both rulebooks and I know for a fact that in Dogs there is the chapter for Gms to prep adventures (that are called Towns because every session involves a different town) along with Npc, ralationships, events and the infamous ;) hyerarchy of sins...
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    A GMing telling the players about the gameworld is not like real life

    AFAIK searching for a secret door in Dw does introduce nothing to the fiction. If the Gm likes the idea and thus decides to use it on the fly, why not, but there is no rule, nor indication whatsoever to do so, and moreover there is no check involved. The other way round might be legit: the Gm...
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    A GMing telling the players about the gameworld is not like real life

    I think we agree on this. I made a similar example in an earlier post
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    A GMing telling the players about the gameworld is not like real life

    Dogs is heavy prepped. I run it, and I found it very difficult to prep properly, following the structure provided in the book by the author. Heck there is even a flow chart to follow for the Sins of the Npc involved. It is like an investigation rpg with guns&sins to judge, so plot and...
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    A GMing telling the players about the gameworld is not like real life

    Ovinomancer Why do you say I'm wrong about No dice for content intro in Dw? How does it work in BitD? A game I'd like to play one o'these days
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    A GMing telling the players about the gameworld is not like real life

    Actually SYOR was born, or heavily implemented, in a game with heavy Gm prep (DitV by V. Baker). What I meant with Od&d is that the purpose was not to outright kill every creature in the dungeon, but to steal the loot (in simple words...), so thinking of plans outside combat was legit; in case...
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    A GMing telling the players about the gameworld is not like real life

    The tendency I've seen in the last decade among "trad" Gms is the abuse of "No", sadly. Be it in long ongoing campaign (Vampire, Warhammer2ed, the No being enforced by the use of UberNpc or your Sire curiously appearing to put you back on the rails), or in new games (various D20 spinoff...
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    A GMing telling the players about the gameworld is not like real life

    My point is that SayYesOrRoll is Not meant for New Content introduction by the players, but only for action declaration & resolution. So, in DW, if a Pc says she wants to convince a big Npc to do something (for example), the Gm can't just say yes, but instead has to make the Pc roll Parley and...
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    A GMing telling the players about the gameworld is not like real life

    As an aside: in games like Dungeon World and Traveller* (also maybe 4e?) there is no room for SYORTD, because their prescriptive rules cannot be ignored and already provide a range of different outcomes that change the ongoing fiction which again cannot be ignored (in a sense, these games might...
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