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<blockquote data-quote="clearstream" data-source="post: 8519247" data-attributes="member: 71699"><p>The exact proportion isn't at issue: there are some, yes.</p><p></p><p></p><p>What I am saying - my subtext - is that it is as (in)correct as to say the same thing of 5e*.</p><p></p><p>[Have you read the DW Guide? one interesting piece of guidance in the text is (here quoting)</p><p>"1. The GM gives the setup of a threat, but not the conclusion.</p><p>2. The player responds and probably rolls some dice.</p><p>3. The <strong>GM narrates the results</strong>, based on the player's roll."]</p><p></p><p></p><p>[Last night, characters are taking on the Atropal in ToA. At last! (This dungeon is not at all to my liking.) The Atropal is spending Legendary actions to wail. It's imposing exhaustion. Worsening their movespace.]</p><p></p><p></p><p>I agree, but when it comes to text saying <em>exactly</em> what to narrate next, there are almost no cases of that.</p><p></p><p></p><p>And likewise, in 5e, DMing is profoundly far from unconstrained anarchy. 5e leaves more of principles and agenda to DM to bring to the table. One might say - "<em>It is preferable for an RPG text to articulate principles</em>" - but one can't say - "<em>DM is not be influenced by principles if they are not in the text.</em>" One cannot say that DM will not have principles in mind when narrating. DM <em>has</em> to have them in mind: that's the only way they can narrate in the first place!</p><p></p><p>A well-known example is the principle of prompt response. Suppose lacking this principle I DM. At what time following result should I narrate? Ten minutes? A day? A year?! [What constitutes a dramatic pause versus broken conversation? And consider how the principle changes at end of session, where a week might become acceptable.]</p></blockquote><p></p>
[QUOTE="clearstream, post: 8519247, member: 71699"] The exact proportion isn't at issue: there are some, yes. What I am saying - my subtext - is that it is as (in)correct as to say the same thing of 5e*. [Have you read the DW Guide? one interesting piece of guidance in the text is (here quoting) "1. The GM gives the setup of a threat, but not the conclusion. 2. The player responds and probably rolls some dice. 3. The [B]GM narrates the results[/B], based on the player's roll."] [Last night, characters are taking on the Atropal in ToA. At last! (This dungeon is not at all to my liking.) The Atropal is spending Legendary actions to wail. It's imposing exhaustion. Worsening their movespace.] I agree, but when it comes to text saying [I]exactly[/I] what to narrate next, there are almost no cases of that. And likewise, in 5e, DMing is profoundly far from unconstrained anarchy. 5e leaves more of principles and agenda to DM to bring to the table. One might say - "[I]It is preferable for an RPG text to articulate principles[/I]" - but one can't say - "[I]DM is not be influenced by principles if they are not in the text.[/I]" One cannot say that DM will not have principles in mind when narrating. DM [I]has[/I] to have them in mind: that's the only way they can narrate in the first place! A well-known example is the principle of prompt response. Suppose lacking this principle I DM. At what time following result should I narrate? Ten minutes? A day? A year?! [What constitutes a dramatic pause versus broken conversation? And consider how the principle changes at end of session, where a week might become acceptable.] [/QUOTE]
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