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<blockquote data-quote="innerdude" data-source="post: 9049199" data-attributes="member: 85870"><p>Can I share a secret with you? I feared this very thing when I first thought I might try Dungeon World. "Oh my gosh. How in the world do you keep a cap on the players just inserting 'I win!!!' buttons into every scene?"</p><p></p><p>And this was playing with three powergamers in my group. One a mild-but-proven powergamer, one a mostly-hardcore, one an ultra hardcore. </p><p></p><p>And you know what happened? </p><p></p><p>Exactly none of these fears came to fruition.</p><p></p><p>We sat down as a group. I provided what I hoped was a thoughtful, reasonable explanation of what Dungeon World might look like, how it plays differently from "classic" or "traditional" RPGs, and that we as a group were going to collectively have more input into scenes, and not just from the GM side, and that we as a group needed to find a new way of playing that we hadn't tried before. </p><p></p><p>To be honest, I didn't GM Dungeon World well at all. I totally did it wrong. But even with my mistakes, the group largely embraced what we were trying to do and didn't push back against it and try to break it. It's amazing how adaptable players become when you offer them something, and tell them the reason you're offering it, and describe to them how to get the most from the offering in a way that serves the greater balance of play.</p><p></p><p>Later, when I finally figured out how to run Ironsworn and how to engage the group using the narrative dice in FFG Star Wars, then everything came together and became <em>incredible</em> in play. And the group recognized---with occasional bumps, admittedly, but with a good attitude and a sense of fun---how a more character-focused, collaborative gameplay style can come together. </p><p></p><p>It's amazing how well the group self-managed and self-reflected on what was fun, and what expected outcomes should be. Multiple, multiple times, more than I can count, it was the other players that offered suggestions on how to limit certain actions and outcomes in a way that was fair and fun, and didn't strain the credibility of the fiction. </p><p></p><p></p><p></p><p></p><p>You want to know another secret? Players aren't proactive in "trad" because they're rarely given reason to be. Anything they throw out as "proactive" is either shot down immediately by the GM because it "Doesn't fit in the campaign I'm running," or it gets shelved for "later, when we're in Bingdongnabbington, because that's where the suggestion fits in the story." Only the GM doesn't tell the player that getting to Bingdongnabbington is 6-12+ months of real time play away, because "Sim priorities, man. You can't break the sim!"</p><p></p><p>Or even if neither of the first two cases is true, there's a residual "trad" GM mindset that you just can't give the players nice things. Because if you just give the players nice things, they then go off and try to break the game. Or ask for more nice things and just become a pain in the a** about it. And what GM could possibly be expected to deal with such things? Players should accept the table scraps they're given and be happy about it.</p></blockquote><p></p>
[QUOTE="innerdude, post: 9049199, member: 85870"] Can I share a secret with you? I feared this very thing when I first thought I might try Dungeon World. "Oh my gosh. How in the world do you keep a cap on the players just inserting 'I win!!!' buttons into every scene?" And this was playing with three powergamers in my group. One a mild-but-proven powergamer, one a mostly-hardcore, one an ultra hardcore. And you know what happened? Exactly none of these fears came to fruition. We sat down as a group. I provided what I hoped was a thoughtful, reasonable explanation of what Dungeon World might look like, how it plays differently from "classic" or "traditional" RPGs, and that we as a group were going to collectively have more input into scenes, and not just from the GM side, and that we as a group needed to find a new way of playing that we hadn't tried before. To be honest, I didn't GM Dungeon World well at all. I totally did it wrong. But even with my mistakes, the group largely embraced what we were trying to do and didn't push back against it and try to break it. It's amazing how adaptable players become when you offer them something, and tell them the reason you're offering it, and describe to them how to get the most from the offering in a way that serves the greater balance of play. Later, when I finally figured out how to run Ironsworn and how to engage the group using the narrative dice in FFG Star Wars, then everything came together and became [I]incredible[/I] in play. And the group recognized---with occasional bumps, admittedly, but with a good attitude and a sense of fun---how a more character-focused, collaborative gameplay style can come together. It's amazing how well the group self-managed and self-reflected on what was fun, and what expected outcomes should be. Multiple, multiple times, more than I can count, it was the other players that offered suggestions on how to limit certain actions and outcomes in a way that was fair and fun, and didn't strain the credibility of the fiction. You want to know another secret? Players aren't proactive in "trad" because they're rarely given reason to be. Anything they throw out as "proactive" is either shot down immediately by the GM because it "Doesn't fit in the campaign I'm running," or it gets shelved for "later, when we're in Bingdongnabbington, because that's where the suggestion fits in the story." Only the GM doesn't tell the player that getting to Bingdongnabbington is 6-12+ months of real time play away, because "Sim priorities, man. You can't break the sim!" Or even if neither of the first two cases is true, there's a residual "trad" GM mindset that you just can't give the players nice things. Because if you just give the players nice things, they then go off and try to break the game. Or ask for more nice things and just become a pain in the a** about it. And what GM could possibly be expected to deal with such things? Players should accept the table scraps they're given and be happy about it. [/QUOTE]
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