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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: 8990422" data-attributes="member: 82106"><p>Yeah well part of the problem, I suspect, would analogize to 1e AD&D like how do you avoid a fight by stealth? There's no real rules for this, and because the AD&D rules are all very specific you constantly run into this problem. If a situation is slightly different than the one Gary envisaged, then the system doesn't have an answer. This means it's less game and more endless creative, and GM serving, design. Contrast with Dungeon World where the rules are general instead of particular. We always know moves will be made, the question is only what fiction will attach and what will the dice tell us about the next move? No rules judgment, extrapolation, etc. need ever take place. If there's a disagreement it's about the fiction and direction of play.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8990422, member: 82106"] Yeah well part of the problem, I suspect, would analogize to 1e AD&D like how do you avoid a fight by stealth? There's no real rules for this, and because the AD&D rules are all very specific you constantly run into this problem. If a situation is slightly different than the one Gary envisaged, then the system doesn't have an answer. This means it's less game and more endless creative, and GM serving, design. Contrast with Dungeon World where the rules are general instead of particular. We always know moves will be made, the question is only what fiction will attach and what will the dice tell us about the next move? No rules judgment, extrapolation, etc. need ever take place. If there's a disagreement it's about the fiction and direction of play. [/QUOTE]
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An example where granular resolution based on setting => situation didn't work
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