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<blockquote data-quote="landovers" data-source="post: 6228790" data-attributes="member: 6750964"><p>For some reason I don't mind the kinds of decision Dungeon World has me making. If I make a hard GM move, I'm consciously doing it ("Hmm, this is the third hard move I make today, I'm pushing them pretty hard, but that's OK, this is the final dungeon"). The book does have a tiny guideline regarding GMs moves:</p><p></p><p></p><p></p><p>I agree with you on the orc example, it can be very loose. It's hard for me to pinpoint why DW feels fair; I remember the following counter-example in another thread about D&D Next, and I think it has to do with what you said about classic D&D (which I have no experience playing, btw): why would an ability "push enemies 10 feet" if the game is supposed to be played without minis? This is asking for trouble and arguments, and asking for the GM to pull stuff out of his a**. If the GM says no ("er.... no, the acid pit is 15 feet away so you can't throw the goblin in there!") he's being boring and strangling the game, but if he says yes he's opening the door for all kinds of similar system exploits. The system has to back the GM up here, not put him on a spot. DW solves this by avoiding rules that cause these situations. </p><p></p><p>About 13th Age, the Dragon Empire is not for me, but the mechanics I enjoy. The tactical aspect in 4e is awesome but it's hard to go for fast combat without ditching tactics a bit. What I like about 13th Age is that it is simple and quick in this regard, much better than 4e to introduce new people to RPGs. I was DMing a withering game via Skype that got new life once we rebooted it with 13th Age. But that's what 13A is, a different system that serves a different crowd and purpose (unlike what Pathfinder was to 3.5).</p></blockquote><p></p>
[QUOTE="landovers, post: 6228790, member: 6750964"] For some reason I don't mind the kinds of decision Dungeon World has me making. If I make a hard GM move, I'm consciously doing it ("Hmm, this is the third hard move I make today, I'm pushing them pretty hard, but that's OK, this is the final dungeon"). The book does have a tiny guideline regarding GMs moves: I agree with you on the orc example, it can be very loose. It's hard for me to pinpoint why DW feels fair; I remember the following counter-example in another thread about D&D Next, and I think it has to do with what you said about classic D&D (which I have no experience playing, btw): why would an ability "push enemies 10 feet" if the game is supposed to be played without minis? This is asking for trouble and arguments, and asking for the GM to pull stuff out of his a**. If the GM says no ("er.... no, the acid pit is 15 feet away so you can't throw the goblin in there!") he's being boring and strangling the game, but if he says yes he's opening the door for all kinds of similar system exploits. The system has to back the GM up here, not put him on a spot. DW solves this by avoiding rules that cause these situations. About 13th Age, the Dragon Empire is not for me, but the mechanics I enjoy. The tactical aspect in 4e is awesome but it's hard to go for fast combat without ditching tactics a bit. What I like about 13th Age is that it is simple and quick in this regard, much better than 4e to introduce new people to RPGs. I was DMing a withering game via Skype that got new life once we rebooted it with 13th Age. But that's what 13A is, a different system that serves a different crowd and purpose (unlike what Pathfinder was to 3.5). [/QUOTE]
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