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*Dungeons & Dragons
D&D compared to Bespoke Genre TTRPGs
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8278495" data-attributes="member: 82106"><p>Dungeon World is structured with a set of agenda and principles that, in light of the rest of the games mechanics, pretty well shows you what to do next. The GM is the 'fan of the PCs', his agenda is basically to give them a chance to be big heroes by pushing them, throwing adversity at them, and seeing what happens. If they get themselves out of one pickle (out of the frying pan) by gosh you make the "Reveal an Unwelcome Truth" move and now THEY ARE IN THE FIRE! </p><p></p><p>I mean, sure, in PbtA games it is up to the GM to figure out what move to make in order to frame things in the direction the players want to go, and to introduce pressure and drive the story forward. You DO have choices. However, if you read the rules carefully there is a lot of very solid GMing advice, and a number of subsystems like fronts and dooms, that naturally reinforce a virtuous cycle. And honestly, the fiction, and how exactly you interpret it mechanically can help set the tone of the game. You can make the PCs be almost super hero-like, or they can seem practically like just schmucks grubbing in the dust. That's where the flexibility really is in terms of what games a PbtA can run.</p><p></p><p>FitD is MUCH more process intensive and pretty much everything drives off of position and what sorts of effect the players can get, etc. The GM in that game is not free to set these constraints, normally. They will be mostly dictated by the rules. A threat of a certain tier in a given situation generates a certain initial position (modulated by a die roll). From there things evolve based on what choices the players make and what the dice produce. The GM is just serving it up and creating scenes as needed.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8278495, member: 82106"] Dungeon World is structured with a set of agenda and principles that, in light of the rest of the games mechanics, pretty well shows you what to do next. The GM is the 'fan of the PCs', his agenda is basically to give them a chance to be big heroes by pushing them, throwing adversity at them, and seeing what happens. If they get themselves out of one pickle (out of the frying pan) by gosh you make the "Reveal an Unwelcome Truth" move and now THEY ARE IN THE FIRE! I mean, sure, in PbtA games it is up to the GM to figure out what move to make in order to frame things in the direction the players want to go, and to introduce pressure and drive the story forward. You DO have choices. However, if you read the rules carefully there is a lot of very solid GMing advice, and a number of subsystems like fronts and dooms, that naturally reinforce a virtuous cycle. And honestly, the fiction, and how exactly you interpret it mechanically can help set the tone of the game. You can make the PCs be almost super hero-like, or they can seem practically like just schmucks grubbing in the dust. That's where the flexibility really is in terms of what games a PbtA can run. FitD is MUCH more process intensive and pretty much everything drives off of position and what sorts of effect the players can get, etc. The GM in that game is not free to set these constraints, normally. They will be mostly dictated by the rules. A threat of a certain tier in a given situation generates a certain initial position (modulated by a die roll). From there things evolve based on what choices the players make and what the dice produce. The GM is just serving it up and creating scenes as needed. [/QUOTE]
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