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<blockquote data-quote="AbdulAlhazred" data-source="post: 6228814" data-attributes="member: 82106"><p>Yeah, DW has a lot of very good DM advice. If you read the "how to" its all quite clear, though a DM unfamiliar with DW's conventions may find a straight read of the rules a bit obscure until they get some practice. Its great if your DM and players are aligned to that style of play. Its like any game, it works better for some than others. I like it, but at the same time I find that some players REALLY like more concrete definitions of what will happen when they do X, Y, or Z and some players that have a hard time just coming up with moves purely based on narrative. So I do hanker for a tool that is closer to what those players want. Also, 4e has a lot of cool stuff!</p><p></p><p></p><p>Personally I'm not super concerned with the fairness aspect, but it is one that has been expressed a lot in connection with systems like DW. Frankly there are a good number of DMs out there who don't do so well with "I can just make anything happen." Ultimately any DM can be fair or unfair, good or bad regardless of system, but some systems help some DMs more than others. The thing with say 1e vintage D&D was that you'd have some spell that would combine various narrative and mechanical aspects in ways that could be interpreted quite differently by different DMs. There were also a LOT of little special rules scattered here and there which might or might not show up in any given game. You could often suddenly find the DM trotting out something obscure to thwart your master plan that bypassed something he wanted to have happen. Or just it was plain unclear what to do. Actually 1e DOES use precise measurements and pretty much assumes a 'map' of some sort that the characters move around on. A lot of what would happen is people would play without such a map and then things could get very loose and often results would be a lot different from what you'd get if you DID use a map, the old "Oh, sure all those orcs are probably in the blast, and you can just barely avoid the dwarf!" whereas if you start mapping out fireballs its a lot less forgiving.</p><p></p><p></p><p></p><p>I think 13a is a pretty good game. Like I said, I like their RP tools, though I think DW's approach is even more open. Of course 13a's tools could work with almost any system, they're not really tied too much to the mechanics. You could give a 4e or a DW character "one unique thing" and the archetype relationship stuff can be adapted pretty easily too (and in DW's case bonds can do a lot of the same thing). I'd personally do things in that sense a BIT different from 13a, but it was worth playing it to see how their tools worked. Honestly I didn't find that 13a combat was THAT much faster than 4e's though. Its certainly a bit faster, and a good bit if its a trivial encounter, but I think its possible to have a good solid tactical game that plays quickly, 4e just wasn't it.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6228814, member: 82106"] Yeah, DW has a lot of very good DM advice. If you read the "how to" its all quite clear, though a DM unfamiliar with DW's conventions may find a straight read of the rules a bit obscure until they get some practice. Its great if your DM and players are aligned to that style of play. Its like any game, it works better for some than others. I like it, but at the same time I find that some players REALLY like more concrete definitions of what will happen when they do X, Y, or Z and some players that have a hard time just coming up with moves purely based on narrative. So I do hanker for a tool that is closer to what those players want. Also, 4e has a lot of cool stuff! Personally I'm not super concerned with the fairness aspect, but it is one that has been expressed a lot in connection with systems like DW. Frankly there are a good number of DMs out there who don't do so well with "I can just make anything happen." Ultimately any DM can be fair or unfair, good or bad regardless of system, but some systems help some DMs more than others. The thing with say 1e vintage D&D was that you'd have some spell that would combine various narrative and mechanical aspects in ways that could be interpreted quite differently by different DMs. There were also a LOT of little special rules scattered here and there which might or might not show up in any given game. You could often suddenly find the DM trotting out something obscure to thwart your master plan that bypassed something he wanted to have happen. Or just it was plain unclear what to do. Actually 1e DOES use precise measurements and pretty much assumes a 'map' of some sort that the characters move around on. A lot of what would happen is people would play without such a map and then things could get very loose and often results would be a lot different from what you'd get if you DID use a map, the old "Oh, sure all those orcs are probably in the blast, and you can just barely avoid the dwarf!" whereas if you start mapping out fireballs its a lot less forgiving. I think 13a is a pretty good game. Like I said, I like their RP tools, though I think DW's approach is even more open. Of course 13a's tools could work with almost any system, they're not really tied too much to the mechanics. You could give a 4e or a DW character "one unique thing" and the archetype relationship stuff can be adapted pretty easily too (and in DW's case bonds can do a lot of the same thing). I'd personally do things in that sense a BIT different from 13a, but it was worth playing it to see how their tools worked. Honestly I didn't find that 13a combat was THAT much faster than 4e's though. Its certainly a bit faster, and a good bit if its a trivial encounter, but I think its possible to have a good solid tactical game that plays quickly, 4e just wasn't it. [/QUOTE]
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