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*Dungeons & Dragons
Context Switching Paralysis, or Why we Will Always Have the Thief Debate
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<blockquote data-quote="EzekielRaiden" data-source="post: 8750708" data-attributes="member: 6790260"><p>This is a fair concern: how do you address the possibility of "scope creep" or the like?</p><p></p><p>Part of my answer is to have several different overlapping or interconnecting focus points, so that the players are comfortable with the scope sometimes scaling down from one scene to another. Another part is to just be mindful and leave myself room to maneuver. Aim high, but not the highest I can possibly shoot for. A third part is introducing changes that arise as a result of the change of scope, which cause new concerns to develop that were not relevant before.</p><p></p><p>An example of that third seems warranted. In my DW game, <em>Undertake a Perilous Journey</em> rolls became somewhat routine after a while, in part because the Ranger (who is currently on hiatus) was super good at them, and in part because we had three high-Wis characters in the party. I reflected on this for a long time, not doing anything specific (because I wanted the players to enjoy a period of doing well and riding high, as it were.) Eventually, I came upon the idea of adding a <em>fourth</em> role to the standard three--a role that should naturally not be much of a concern for a <em>low</em>-level party, but naturally something that a <em>high</em>-level party, or at least <em>this</em> high-level party, would start to worry about. </p><p></p><p>I settled on "Stealth" (which sadly doesn't have a nice occupational name like Trailblazer, Scout, or Quartermaster.) For low-level parties, it...pretty well makes sense that you don't really care about covering your tracks. You just want to get to the end of the journey as safely as possible. But for our party, at high level, where they have been drawn into much political intrigue and have to be careful about all sorts of information, getting to where they wish to go <em>without being followed or traced</em> is in fact actually quite important now. It's not so important that it can't be ignored every now and then, but it's important enough that the party is cautious about it. The players were quite happy with this proposal, and the new presence of this role for <em>Undertake a Perilous Journey</em> has added an extra layer of richness and complication to things.</p><p></p><p>Also, perhaps humorously, I have developed some house rules which do something not too far off from your "unpurchased power as 'extra effort'" example from M&M. For a "max level" (11th) character, spending XP can let you temporarily gain moves you don't have yet, or even gain moves outright if you have enough XP to spend. It's worked pretty well for keeping open advancement even past when DW would normally "end."</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8750708, member: 6790260"] This is a fair concern: how do you address the possibility of "scope creep" or the like? Part of my answer is to have several different overlapping or interconnecting focus points, so that the players are comfortable with the scope sometimes scaling down from one scene to another. Another part is to just be mindful and leave myself room to maneuver. Aim high, but not the highest I can possibly shoot for. A third part is introducing changes that arise as a result of the change of scope, which cause new concerns to develop that were not relevant before. An example of that third seems warranted. In my DW game, [I]Undertake a Perilous Journey[/I] rolls became somewhat routine after a while, in part because the Ranger (who is currently on hiatus) was super good at them, and in part because we had three high-Wis characters in the party. I reflected on this for a long time, not doing anything specific (because I wanted the players to enjoy a period of doing well and riding high, as it were.) Eventually, I came upon the idea of adding a [I]fourth[/I] role to the standard three--a role that should naturally not be much of a concern for a [I]low[/I]-level party, but naturally something that a [I]high[/I]-level party, or at least [I]this[/I] high-level party, would start to worry about. I settled on "Stealth" (which sadly doesn't have a nice occupational name like Trailblazer, Scout, or Quartermaster.) For low-level parties, it...pretty well makes sense that you don't really care about covering your tracks. You just want to get to the end of the journey as safely as possible. But for our party, at high level, where they have been drawn into much political intrigue and have to be careful about all sorts of information, getting to where they wish to go [I]without being followed or traced[/I] is in fact actually quite important now. It's not so important that it can't be ignored every now and then, but it's important enough that the party is cautious about it. The players were quite happy with this proposal, and the new presence of this role for [I]Undertake a Perilous Journey[/I] has added an extra layer of richness and complication to things. Also, perhaps humorously, I have developed some house rules which do something not too far off from your "unpurchased power as 'extra effort'" example from M&M. For a "max level" (11th) character, spending XP can let you temporarily gain moves you don't have yet, or even gain moves outright if you have enough XP to spend. It's worked pretty well for keeping open advancement even past when DW would normally "end." [/QUOTE]
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Context Switching Paralysis, or Why we Will Always Have the Thief Debate
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