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D&D compared to Bespoke Genre TTRPGs
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8278509" data-attributes="member: 82106"><p>Here's the thing: In Dungeon World, what actually is the measure of the 'hardness' of a move? I mean, you have a loop where the players roll checks on 2d6 against whatever move they are making. There's no adjustments to this. DW doesn't have "DC" where when you fight a dragon you gotta roll a 20 to do anything against it! One move isn't 'harder' than another. GM moves are either 'soft' (IE they simply evolve the fiction and don't invoke a specific immediate threat) or they are 'hard' and they do. The former are setup moves, which allow the GM to build the tension. The hard moves then release it. </p><p></p><p>The only other element here in DW is resources. PCs have hit points, and they have various gear, coin, etc. They also have whatever fictional relationships and such exist for them, which are less formalized resources (IE your family, your town, your friends). The GM can threaten the later (or the former) and the resources can be expended, which is basically a soft move (often a consequence of a player move). These are just there to up the tension and maybe add to the fiction a bit. Really, about all the GM decides is hard vs soft (does Jason leap out at you, or do you hear some noise) and what resources have you still got (did you drop the knife when you ran or not).</p><p></p><p>Again, there's no 'difficulty' in PbtA game play. You aren't 'letting out all the stops' or 'going easy'. Every check has the same success threshold, no matter what. Everything that happens leads from one move and its check to the next. The fiction is what matters, the mechanics just tick along.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8278509, member: 82106"] Here's the thing: In Dungeon World, what actually is the measure of the 'hardness' of a move? I mean, you have a loop where the players roll checks on 2d6 against whatever move they are making. There's no adjustments to this. DW doesn't have "DC" where when you fight a dragon you gotta roll a 20 to do anything against it! One move isn't 'harder' than another. GM moves are either 'soft' (IE they simply evolve the fiction and don't invoke a specific immediate threat) or they are 'hard' and they do. The former are setup moves, which allow the GM to build the tension. The hard moves then release it. The only other element here in DW is resources. PCs have hit points, and they have various gear, coin, etc. They also have whatever fictional relationships and such exist for them, which are less formalized resources (IE your family, your town, your friends). The GM can threaten the later (or the former) and the resources can be expended, which is basically a soft move (often a consequence of a player move). These are just there to up the tension and maybe add to the fiction a bit. Really, about all the GM decides is hard vs soft (does Jason leap out at you, or do you hear some noise) and what resources have you still got (did you drop the knife when you ran or not). Again, there's no 'difficulty' in PbtA game play. You aren't 'letting out all the stops' or 'going easy'. Every check has the same success threshold, no matter what. Everything that happens leads from one move and its check to the next. The fiction is what matters, the mechanics just tick along. [/QUOTE]
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