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An example where granular resolution based on setting => situation didn't work
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8989999" data-attributes="member: 82106"><p>Actually I like yours. Its got a very story focused flow to it. The way the initial scene is set is exactly how it might look in, say, Dungeon World. The PCs show up, lets say they're teleporting in, and the wizard gets a 7, there's a complication! Guess what, the Paynims are here, woops!</p><p></p><p>There'd be no reason for a player to ask these sorts of questions in a DW game, its generally a low myth type of game, and given that the PCs went to a Paynim area, what else would they expect but Paynims? We don't NEED motivations in order to position them here, although obviously NPC motives will figure into whatever comes next. It isn't really up to the GM to necessarily provide those however. In fact the next thing I'd imagine a PC would do is Discern Realities and try to get that answered. Assuming the player rolls at least a 7+ they will not only require the GM to answer that question (or a closely related one at the very least) but they'll get a point of forward bonus to whatever they do with that info.</p><p></p><p>This could definitely follow. After the DD check the Paynim are definitely moving closer, maybe they're a patrol, professionally watchful, but not necessarily suspecting anything specific at this point (this gives the GM some rope he can use later to ratchet up the tension). So the wizard casts an illusion or something to hide the pit/party. Now, if the check is a 10+ there's a pretty good chance the Paynims move on.</p><p></p><p>Well, in classic DW play the GM could continue to do stuff with this scene, I guess some color is OK, but since all the mechanics are transparent and player facing it is just that, color. I don't have a problem with that at all. However, the GM isn't obliged to move on NECESSARILY. For example, he could announce a bit of unwelcome news, the Paynims have decided to camp nearby!</p><p></p><p>I will simply note that, as a past master of the classic and trad styles of GMing I can state with total certainty that you will get a higher proportion of interesting and exciting play out of modern techniques. I rather regret that I can't tell my 1992 alter ego about it, as something like what we've been doing in 4e was exactly what was needed in our games back then.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8989999, member: 82106"] Actually I like yours. Its got a very story focused flow to it. The way the initial scene is set is exactly how it might look in, say, Dungeon World. The PCs show up, lets say they're teleporting in, and the wizard gets a 7, there's a complication! Guess what, the Paynims are here, woops! There'd be no reason for a player to ask these sorts of questions in a DW game, its generally a low myth type of game, and given that the PCs went to a Paynim area, what else would they expect but Paynims? We don't NEED motivations in order to position them here, although obviously NPC motives will figure into whatever comes next. It isn't really up to the GM to necessarily provide those however. In fact the next thing I'd imagine a PC would do is Discern Realities and try to get that answered. Assuming the player rolls at least a 7+ they will not only require the GM to answer that question (or a closely related one at the very least) but they'll get a point of forward bonus to whatever they do with that info. This could definitely follow. After the DD check the Paynim are definitely moving closer, maybe they're a patrol, professionally watchful, but not necessarily suspecting anything specific at this point (this gives the GM some rope he can use later to ratchet up the tension). So the wizard casts an illusion or something to hide the pit/party. Now, if the check is a 10+ there's a pretty good chance the Paynims move on. Well, in classic DW play the GM could continue to do stuff with this scene, I guess some color is OK, but since all the mechanics are transparent and player facing it is just that, color. I don't have a problem with that at all. However, the GM isn't obliged to move on NECESSARILY. For example, he could announce a bit of unwelcome news, the Paynims have decided to camp nearby! I will simply note that, as a past master of the classic and trad styles of GMing I can state with total certainty that you will get a higher proportion of interesting and exciting play out of modern techniques. I rather regret that I can't tell my 1992 alter ego about it, as something like what we've been doing in 4e was exactly what was needed in our games back then. [/QUOTE]
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An example where granular resolution based on setting => situation didn't work
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