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<blockquote data-quote="Fenris-77" data-source="post: 7994753" data-attributes="member: 6993955"><p>The goal of DW, and other PbtA games is to "play to find out what happens". This really obviates the linear quest planning that a lot of people employ. I don't really like linear planning anyway, but it gets done a lot. Planning for DW needs to be a lot more flexible. You can have events in motion, and factions, and all that, you just can't assume anything about entry paths for the players. My planning for PtbA game stends to look more like a mind map than a screen play. The planning also tends to be a lot more soft focus. Player input into the fiction can change things so quickly that you can waste a ton of time and energy over-prepping for things that never come up. I do a lot of work with short descriptive tags, point form notes, and a lot of arrows and boxes to show relationships. The desire to use the novel's worth of prep you did can have a negative impact on really committing to playing to find out what happens. DW still has dungeon locations (duh) which is nice because those can be prepped pretty rigorously. Even then, DW is far less binary when it comes to overcoming obstacles, so encounter resolution is more varied than in D&D, which defaults to combat a<em> lot</em>. </p><p></p><p>I should be clear, my D&D prep and my PbtA prep look pretty similar. But they both look very different then what a lot of people's D&D prep look like.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7994753, member: 6993955"] The goal of DW, and other PbtA games is to "play to find out what happens". This really obviates the linear quest planning that a lot of people employ. I don't really like linear planning anyway, but it gets done a lot. Planning for DW needs to be a lot more flexible. You can have events in motion, and factions, and all that, you just can't assume anything about entry paths for the players. My planning for PtbA game stends to look more like a mind map than a screen play. The planning also tends to be a lot more soft focus. Player input into the fiction can change things so quickly that you can waste a ton of time and energy over-prepping for things that never come up. I do a lot of work with short descriptive tags, point form notes, and a lot of arrows and boxes to show relationships. The desire to use the novel's worth of prep you did can have a negative impact on really committing to playing to find out what happens. DW still has dungeon locations (duh) which is nice because those can be prepped pretty rigorously. Even then, DW is far less binary when it comes to overcoming obstacles, so encounter resolution is more varied than in D&D, which defaults to combat a[I] lot[/I]. I should be clear, my D&D prep and my PbtA prep look pretty similar. But they both look very different then what a lot of people's D&D prep look like. [/QUOTE]
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