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Advice for new "story now" GMs
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9053316" data-attributes="member: 82106"><p>Dungeon World can do it fairly well too, if you stick to fiction reasonable for your character when you Defy Danger. So, maybe you needed to Spout Lore about the runes first, and then use the info you got to DD. Or its possible there's existing backstory that has been established previously about runic defenses or whatever. I expect the PC here is a wizard or similar, it would be a stretch for most fighters, perhaps, though that depends on how you have described the character up to that point.</p><p></p><p>But I do see your point, a system that uses 'aspects' or 'distinctions' etc. will have a natural vocabulary for this sort of thing. 4e can do it to a degree with keywords and maybe a bit of extrapolating skills or powers to situations they're not explicitly covering. </p><p></p><p>Anyway, this is IMHO really the core strength when dealing with these systems, as they're either 'fiction first' or intent based, there's a lot of flexibility available in terms of 'winging it' with this sort of stuff. GMing straight up trad games now feels rather constraining, in general.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9053316, member: 82106"] Dungeon World can do it fairly well too, if you stick to fiction reasonable for your character when you Defy Danger. So, maybe you needed to Spout Lore about the runes first, and then use the info you got to DD. Or its possible there's existing backstory that has been established previously about runic defenses or whatever. I expect the PC here is a wizard or similar, it would be a stretch for most fighters, perhaps, though that depends on how you have described the character up to that point. But I do see your point, a system that uses 'aspects' or 'distinctions' etc. will have a natural vocabulary for this sort of thing. 4e can do it to a degree with keywords and maybe a bit of extrapolating skills or powers to situations they're not explicitly covering. Anyway, this is IMHO really the core strength when dealing with these systems, as they're either 'fiction first' or intent based, there's a lot of flexibility available in terms of 'winging it' with this sort of stuff. GMing straight up trad games now feels rather constraining, in general. [/QUOTE]
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