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<blockquote data-quote="AbdulAlhazred" data-source="post: 9236784" data-attributes="member: 82106"><p>I would argue that PbtA (at least those I'm familiar with) are 'open ended', the rules DO cover any possible situation that can come up. In Dungeon World for instance there's no case where the general "describe what you do and then the GM may specify a move if one is triggered" process of play is pretty much 'complete', you can't step outside that. I think this is a pretty general characteristic of a lot of Narrativist systems at least, though not all. For instance 4e is a system where things are more specific and RAW may not cover everything. It does have Page 42 and advice on altering color/keywords in order to extrapolate to otherwise unsupported situations, but DW, for instance, doesn't need that. I would say these complete systems don't even really NEED things like custom moves in PbtA. Custom moves are useful, but not required. The game will run fine even if you never define one.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9236784, member: 82106"] I would argue that PbtA (at least those I'm familiar with) are 'open ended', the rules DO cover any possible situation that can come up. In Dungeon World for instance there's no case where the general "describe what you do and then the GM may specify a move if one is triggered" process of play is pretty much 'complete', you can't step outside that. I think this is a pretty general characteristic of a lot of Narrativist systems at least, though not all. For instance 4e is a system where things are more specific and RAW may not cover everything. It does have Page 42 and advice on altering color/keywords in order to extrapolate to otherwise unsupported situations, but DW, for instance, doesn't need that. I would say these complete systems don't even really NEED things like custom moves in PbtA. Custom moves are useful, but not required. The game will run fine even if you never define one. [/QUOTE]
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