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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="pemerton" data-source="post: 7583686" data-attributes="member: 42582"><p>Ler's go back to Dungeon World, and the Thief move Trap Expert (DW p 138):</p><p></p><p style="margin-left: 20px">When you <strong>spend a moment to survey a dangerous area</strong>, roll +DEX.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*On a 10+, hold 3.</p> <p style="margin-left: 20px">*On a 7–9, hold 1.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Spend your hold as you walk through the area to ask these questions:</p> <p style="margin-left: 20px"></p><p style="margin-left: 20px">• Is there a trap here and if so, what activates it?</p> <p style="margin-left: 20px">• What does the trap do when activated?</p> <p style="margin-left: 20px">• What else is hidden here?</p> </p><p></p><p>If a player in the game is <em>playing a thief</em> who <em>surveys dangerous areas</em>, then it becomes more likely that the fiction of that game will feature traps than otherwise would be the case. That is to say, the mechanics of the game mean that <em>if you bring a thief into the game</em>, <em>you bring traps into the game</em>.</p><p></p><p>This contrasts very markedly with Gygax's AD&D (and other versions of classic D&D). From Gygax's PHB (pp 18, 106):</p><p></p><p style="margin-left: 20px">The approach you wish to take to the game, how you believe you can most successfully meet the challenges which it poses, and which role you desire to play are dictated by character class . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">[C]lerics' major aims are to use their spell abilities to aid during any given encounter, fighters aim to engage in combat, magic-users aim to cast spells, thieves aim to make gain by stealth, and monks aim to use their unusual talents to come to successful ends. If characters gain treasure by pursuit of their major aims, then they are generally entitled to a full share of earned experience points awarded by the DM.</p><p></p><p>In other words, in classic D&D <em>choice of class</em> is <em>choice of function</em> whereby one will succeed at the game (ie collecting treasure, and defeating monsters on the way through).</p><p></p><p>Whereas in DW, choice of class is <em>choice of theme/fiction</em>.</p><p></p><p>That's a big difference. But not a surprising one. The first time that the GM of a D&D game included a demon in the dungeon <em>because</em> s/he thought the player of the paladin would enjoy confronting it, RPGing had headed off on the DW path.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7583686, member: 42582"] Ler's go back to Dungeon World, and the Thief move Trap Expert (DW p 138): [indent]When you [b]spend a moment to survey a dangerous area[/b], roll +DEX. *On a 10+, hold 3. *On a 7–9, hold 1. Spend your hold as you walk through the area to ask these questions: [indent]• Is there a trap here and if so, what activates it? • What does the trap do when activated? • What else is hidden here?[/indent][/indent] If a player in the game is [i]playing a thief[/i] who [i]surveys dangerous areas[/i], then it becomes more likely that the fiction of that game will feature traps than otherwise would be the case. That is to say, the mechanics of the game mean that [i]if you bring a thief into the game[/i], [i]you bring traps into the game[/i]. This contrasts very markedly with Gygax's AD&D (and other versions of classic D&D). From Gygax's PHB (pp 18, 106): [indent]The approach you wish to take to the game, how you believe you can most successfully meet the challenges which it poses, and which role you desire to play are dictated by character class . . . [C]lerics' major aims are to use their spell abilities to aid during any given encounter, fighters aim to engage in combat, magic-users aim to cast spells, thieves aim to make gain by stealth, and monks aim to use their unusual talents to come to successful ends. If characters gain treasure by pursuit of their major aims, then they are generally entitled to a full share of earned experience points awarded by the DM.[/indent] In other words, in classic D&D [i]choice of class[/i] is [i]choice of function[/i] whereby one will succeed at the game (ie collecting treasure, and defeating monsters on the way through). Whereas in DW, choice of class is [i]choice of theme/fiction[/i]. That's a big difference. But not a surprising one. The first time that the GM of a D&D game included a demon in the dungeon [i]because[/i] s/he thought the player of the paladin would enjoy confronting it, RPGing had headed off on the DW path. [/QUOTE]
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