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A Question Of Agency?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8136073" data-attributes="member: 82106"><p>And every one of these is accomplished in Dungeon World's mechanics/process. Duke Fornyard, Merchant Thief Iltan, Winter's Fang, these are all 'Dangers' within 'fronts' in Dungeon World, and part of the GM's job is to both construct these, and manage them through 'doom clocks'. There's an entire chapter in which all of this is spelled out in great detail in the DW rules. These things are established (either at/near the start of a campaign, or as added adventure fronts as-needed). There is a structure to them, including portents, goals, dramatic conflicts to be addressed (IIRC they're called 'questions'), etc. Whenever a 'Doom' comes to pass, the world changes. This will then reflect back onto the PCs in some fashion, usually creating difficult conditions, bringing consequences of failures home to roost, etc. The purpose though is always to bring focus onto the PCs' stories. </p><p></p><p>So, in these kinds of narrative games, generally speaking, there may be things which happen where the explanation is consequences of PC actions in the past, as simple 'living world, stuff happens', or even as someone gunning directly for the PCs (and this could simply be introduced by the GM, not necessarily a consequence of anything). The focus is always on how these situations relate to the premises and goals of play. </p><p></p><p>Now, it would be PERFECTLY consonant in a game of this kind for some action that PCs took in the past to boomerang back onto them for completely unknown reasons. This might, for example, be a great way to develop the theme of pathos and ultimate hopelessness in the face of cosmic forces which would inform a Cthulhu Mythos (Cosmic Horror) genre game. Yes, the protagonists closed the gate and dismissed the Mi Go menace, but now the investigator has vanished and left behind only a strange pool of icor, the reporter is hearing strange piping sounds and wakes up in the mornings dressed exhausted. The Miskatonic U professor has a strange compulsion to peruse certain books in the library's secret collection... Rumors of strange events in the South Pacific filter into the news wires. Apparently something is still loose in the world, and it is even WORSE than the Mi Go! And it knows who you are...</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8136073, member: 82106"] And every one of these is accomplished in Dungeon World's mechanics/process. Duke Fornyard, Merchant Thief Iltan, Winter's Fang, these are all 'Dangers' within 'fronts' in Dungeon World, and part of the GM's job is to both construct these, and manage them through 'doom clocks'. There's an entire chapter in which all of this is spelled out in great detail in the DW rules. These things are established (either at/near the start of a campaign, or as added adventure fronts as-needed). There is a structure to them, including portents, goals, dramatic conflicts to be addressed (IIRC they're called 'questions'), etc. Whenever a 'Doom' comes to pass, the world changes. This will then reflect back onto the PCs in some fashion, usually creating difficult conditions, bringing consequences of failures home to roost, etc. The purpose though is always to bring focus onto the PCs' stories. So, in these kinds of narrative games, generally speaking, there may be things which happen where the explanation is consequences of PC actions in the past, as simple 'living world, stuff happens', or even as someone gunning directly for the PCs (and this could simply be introduced by the GM, not necessarily a consequence of anything). The focus is always on how these situations relate to the premises and goals of play. Now, it would be PERFECTLY consonant in a game of this kind for some action that PCs took in the past to boomerang back onto them for completely unknown reasons. This might, for example, be a great way to develop the theme of pathos and ultimate hopelessness in the face of cosmic forces which would inform a Cthulhu Mythos (Cosmic Horror) genre game. Yes, the protagonists closed the gate and dismissed the Mi Go menace, but now the investigator has vanished and left behind only a strange pool of icor, the reporter is hearing strange piping sounds and wakes up in the mornings dressed exhausted. The Miskatonic U professor has a strange compulsion to peruse certain books in the library's secret collection... Rumors of strange events in the South Pacific filter into the news wires. Apparently something is still loose in the world, and it is even WORSE than the Mi Go! And it knows who you are... [/QUOTE]
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