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<blockquote data-quote="Manbearcat" data-source="post: 6384037" data-attributes="member: 6696971"><p>I don't know. The main points of pressure that I suspect you're referring to are:</p><p></p><p>1) Rations.</p><p>2) Ammo.</p><p>3) Hit Points.</p><p>4) Debilities.</p><p></p><p>Functional play in Dungeon World should abstract each of these elements out to fairly broad descriptor units of "narrative sludge" to keep the action cinematic and the pacing high octane while retaining the element of strategic play inherent to old school play. The ability to Recover, Supply, and Make Camp/Take Watch are always going to be fiction first components of play and are going to be subject to the basic resolution procedure. Turtling, pixel-bitching/game-bogging exploration, and the 15 minute work day are never a threat to the kind of high-fantasy, action-adventure excitement that DW aspires to because of those things. Well, those things and the facts that:</p><p></p><p> (a) the unified resolution mechanics are so clean and intuitive (low table handling time and minimal mental overhead required to facilitate play),</p><p></p><p>(b) failure is one of the primary means to progress (story and characters),</p><p></p><p>and </p><p></p><p>(c) the GMing principles push play toward filling the PCs' lives with adventure and the kinds of conflict that they care about (which is transparently conveyed in the PC build dynamics).</p><p></p><p>I've GMed the system quite a bit in the last 18 months and I can't say I've witnessed that problem (but I have seen others express it...I'm not sure if its first-hand experience or theorycraft).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6384037, member: 6696971"] I don't know. The main points of pressure that I suspect you're referring to are: 1) Rations. 2) Ammo. 3) Hit Points. 4) Debilities. Functional play in Dungeon World should abstract each of these elements out to fairly broad descriptor units of "narrative sludge" to keep the action cinematic and the pacing high octane while retaining the element of strategic play inherent to old school play. The ability to Recover, Supply, and Make Camp/Take Watch are always going to be fiction first components of play and are going to be subject to the basic resolution procedure. Turtling, pixel-bitching/game-bogging exploration, and the 15 minute work day are never a threat to the kind of high-fantasy, action-adventure excitement that DW aspires to because of those things. Well, those things and the facts that: (a) the unified resolution mechanics are so clean and intuitive (low table handling time and minimal mental overhead required to facilitate play), (b) failure is one of the primary means to progress (story and characters), and (c) the GMing principles push play toward filling the PCs' lives with adventure and the kinds of conflict that they care about (which is transparently conveyed in the PC build dynamics). I've GMed the system quite a bit in the last 18 months and I can't say I've witnessed that problem (but I have seen others express it...I'm not sure if its first-hand experience or theorycraft). [/QUOTE]
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