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A Question Of Agency?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8136444" data-attributes="member: 82106"><p>I agree, to a point. First of all, DW definitely gives the GM a good bit of scope. OTOH it heavily discourages what I would call 'overprep', which means developing a lot more than you need. Adventure fronts for example are generated and added to the game as-needed, so probably you'd be writing one up before a play session, if a new one is needed. The campaign front would generally be created at/near the start of the campaign, though it could be left pretty incomplete (you would normally create 3 dangers for a front, and several 'dooms' as well, but maybe not all on day one for the campaign front). </p><p></p><p>Steadings are intended to be developed as the game proceeds, largely on the fly, though again some prep is certainly possible. Maps also indicate a bit of basic prep, mostly just to insure there IS some geography when needed (DW doesn't have any notion or particular structured rules for exploration or mapping).</p><p></p><p>The KEY though is 'what the PCs are interested in'. The GM is a 'fan of the characters'. He's not an objective judge running a world on puppet strings. His explicit goal is to produce a cool narrative of the incredible exploits of the PCs (it may include their deaths, but death is just more drama). So, a front or a steading is simply a tool for the PCs to interact with. It may provide justification, or offscreen 'living world' or cater the GM's creative urges (he's a player too) but fundamentally, starting with the process of the first adventure, it centers on bringing story to the PCs, that is its only explicit purpose, the agenda of the GM. </p><p></p><p>So, a DW game has the trappings of D&D, a conceptually similar milieu and subject matter, but a D&D style adventure is not really the process. You could get the exact same story from D&D and DW, but it would come from different participants, to a degree. If the DW GM is following his given agenda and process of play, the players will have crafted the story at least as much as he has.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8136444, member: 82106"] I agree, to a point. First of all, DW definitely gives the GM a good bit of scope. OTOH it heavily discourages what I would call 'overprep', which means developing a lot more than you need. Adventure fronts for example are generated and added to the game as-needed, so probably you'd be writing one up before a play session, if a new one is needed. The campaign front would generally be created at/near the start of the campaign, though it could be left pretty incomplete (you would normally create 3 dangers for a front, and several 'dooms' as well, but maybe not all on day one for the campaign front). Steadings are intended to be developed as the game proceeds, largely on the fly, though again some prep is certainly possible. Maps also indicate a bit of basic prep, mostly just to insure there IS some geography when needed (DW doesn't have any notion or particular structured rules for exploration or mapping). The KEY though is 'what the PCs are interested in'. The GM is a 'fan of the characters'. He's not an objective judge running a world on puppet strings. His explicit goal is to produce a cool narrative of the incredible exploits of the PCs (it may include their deaths, but death is just more drama). So, a front or a steading is simply a tool for the PCs to interact with. It may provide justification, or offscreen 'living world' or cater the GM's creative urges (he's a player too) but fundamentally, starting with the process of the first adventure, it centers on bringing story to the PCs, that is its only explicit purpose, the agenda of the GM. So, a DW game has the trappings of D&D, a conceptually similar milieu and subject matter, but a D&D style adventure is not really the process. You could get the exact same story from D&D and DW, but it would come from different participants, to a degree. If the DW GM is following his given agenda and process of play, the players will have crafted the story at least as much as he has. [/QUOTE]
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