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Flipping the Table: Did Removing Miniatures Save D&D?
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<blockquote data-quote="Manbearcat" data-source="post: 7751753" data-attributes="member: 6696971"><p>Alright, let me regrab DW's Fireball:</p><p></p><p></p><p></p><p><strong><em>Near(by)</em></strong> is a tag - "< > can see the whites of their eyes"</p><p></p><p><strong><em>Ignores Armor</em></strong> is a tag - "Don’t subtract armor (armor is DR) from the damage taken"</p><p></p><p>The only relevant tag that we don't have is range. DW leaves this up to the table. Pretty much all tables use <strong><em>Far </em></strong>(shouting distance) as this is the standard D&D range.</p><p></p><p>Of course its instantaneous. This is a Fireball.</p><p></p><p>That is all you need for an actual "rules-lite", "follow the fiction", "theater of the mind" game. And this is how it might play out.</p><p></p><p>GM: The dark portal can be seen even against the dead of night; flowing, shimmering, tar-like against the solemn blackness of moonlit, earthen midnight. Every other moment, you can see the "tar" give way to a vision of the Black Gates of Death beyond. Undead legions crawl through the thick, dimensional hole toward this world. Baying erupts around you as the portal's guardians encircle your group from the distant treeline. Glowing eyes reveal large canine forms. Skin and muscle are missing here and there revealing mere bones unnaturally propelling the forms which features slick fur, beared fangs, and flattened ears. The baying turns to growls as they skulk through the treeline...</p><p></p><p>Wizard: "Elf-friend, can you make out the alpha!"</p><p></p><p>Elf Fighter: I consult the spirits of my Signature Weapon (Heirloom move)! I whisper to the blade "...who leads this pack?" Gets a 7; GM will give you an impression. </p><p></p><p>GM: The sword whispers in your mind..."the master lurks nearest to its own master..."</p><p></p><p>Elf Figher: "The one nearest the portal!"</p><p></p><p>GM: Caution to the wind, two of the ghastly wolves explode from the tree-line and make a run at your group!</p><p></p><p>Wizard: "I blast the big wolf nearest the portal and all of the undead it is vomiting forth! If he can see the whites of the eyes of the creatures crawling to this world from the other side, then they get it too!"</p><p></p><p>GM: Yup. The portal is definitely "whites of their eyes territory" from your target. Cast your spell and lets see what happens. The wolves are closing, but they'll get their after your spell.</p><p></p><p>Wizard: Cast a Spell Move. Player gets a 7-9 and has to choose from:</p><p></p><p>1 - You draw unwelcome attention or put yourself in a spot. The GM will tell you how.</p><p>2 - The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the next time you Prepare Spells.</p><p>3 - After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.</p><p></p><p>Wizard player rolls their damage (7) and chooses 1 so the GM evolves the fiction and makes the following soft move:</p><p></p><p>GM: With a quickly-snuffed whimper, the explosion consumes the alpha. A charred skull, bones and mottled flesh remain behind. The chargers give momentary pause and those in the treeline whimper in unison. Take +1 ongoing to Defy Danger against the other Wight Wolves!</p><p></p><p>Simultaneously, the eeriest scream you may have ever heard is born up from the spectral creatures that crawl awkwardly toward you. Clearly affected by your mighty spell...yet still they come...</p><p></p><p>As the husk of the burning alpha collapses into the knee-high grass, tiny flickers of orange flame emerge. The glow slowly gathers, no more than that of a torchlight...but growing...</p><p></p><p>Meanwhile, back at your own position. The thigh-high grass that you used to skulk in here quickly turns from friend to foe! The blazing end of your staff has horrific recoil as you loose the mighty ball of fire! Your arm flings wildly behind you as you try to control it! Its either going into the grass at your feet and setting it on fire, or you're letting go and launching your staff somewhere off into the darkness behind you! </p><p></p><p>What's it gonna be?</p><p></p><p>[HR][/HR]</p><p></p><p>So yeah, that is how it would go GMing DW. The knee-high grass at the portal catches alight due to the burning copse (slowly and not an immediate threat, but something that can come in play later...for good or ill). And because of the 7-9, the Wizard needs to decide between losing his staff (and whatever mechanical advantage comes with the staff...which might be a move or some kind of passive benefit or both) or creating a burning hazard at the feet of the group (therefore a Danger to be immediately Defied and something that will be persistent unless dealt with).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7751753, member: 6696971"] Alright, let me regrab DW's Fireball: [B][I]Near(by)[/I][/B] is a tag - "< > can see the whites of their eyes" [B][I]Ignores Armor[/I][/B] is a tag - "Don’t subtract armor (armor is DR) from the damage taken" The only relevant tag that we don't have is range. DW leaves this up to the table. Pretty much all tables use [B][I]Far [/I][/B](shouting distance) as this is the standard D&D range. Of course its instantaneous. This is a Fireball. That is all you need for an actual "rules-lite", "follow the fiction", "theater of the mind" game. And this is how it might play out. GM: The dark portal can be seen even against the dead of night; flowing, shimmering, tar-like against the solemn blackness of moonlit, earthen midnight. Every other moment, you can see the "tar" give way to a vision of the Black Gates of Death beyond. Undead legions crawl through the thick, dimensional hole toward this world. Baying erupts around you as the portal's guardians encircle your group from the distant treeline. Glowing eyes reveal large canine forms. Skin and muscle are missing here and there revealing mere bones unnaturally propelling the forms which features slick fur, beared fangs, and flattened ears. The baying turns to growls as they skulk through the treeline... Wizard: "Elf-friend, can you make out the alpha!" Elf Fighter: I consult the spirits of my Signature Weapon (Heirloom move)! I whisper to the blade "...who leads this pack?" Gets a 7; GM will give you an impression. GM: The sword whispers in your mind..."the master lurks nearest to its own master..." Elf Figher: "The one nearest the portal!" GM: Caution to the wind, two of the ghastly wolves explode from the tree-line and make a run at your group! Wizard: "I blast the big wolf nearest the portal and all of the undead it is vomiting forth! If he can see the whites of the eyes of the creatures crawling to this world from the other side, then they get it too!" GM: Yup. The portal is definitely "whites of their eyes territory" from your target. Cast your spell and lets see what happens. The wolves are closing, but they'll get their after your spell. Wizard: Cast a Spell Move. Player gets a 7-9 and has to choose from: 1 - You draw unwelcome attention or put yourself in a spot. The GM will tell you how. 2 - The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the next time you Prepare Spells. 3 - After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells. Wizard player rolls their damage (7) and chooses 1 so the GM evolves the fiction and makes the following soft move: GM: With a quickly-snuffed whimper, the explosion consumes the alpha. A charred skull, bones and mottled flesh remain behind. The chargers give momentary pause and those in the treeline whimper in unison. Take +1 ongoing to Defy Danger against the other Wight Wolves! Simultaneously, the eeriest scream you may have ever heard is born up from the spectral creatures that crawl awkwardly toward you. Clearly affected by your mighty spell...yet still they come... As the husk of the burning alpha collapses into the knee-high grass, tiny flickers of orange flame emerge. The glow slowly gathers, no more than that of a torchlight...but growing... Meanwhile, back at your own position. The thigh-high grass that you used to skulk in here quickly turns from friend to foe! The blazing end of your staff has horrific recoil as you loose the mighty ball of fire! Your arm flings wildly behind you as you try to control it! Its either going into the grass at your feet and setting it on fire, or you're letting go and launching your staff somewhere off into the darkness behind you! What's it gonna be? [HR][/HR] So yeah, that is how it would go GMing DW. The knee-high grass at the portal catches alight due to the burning copse (slowly and not an immediate threat, but something that can come in play later...for good or ill). And because of the 7-9, the Wizard needs to decide between losing his staff (and whatever mechanical advantage comes with the staff...which might be a move or some kind of passive benefit or both) or creating a burning hazard at the feet of the group (therefore a Danger to be immediately Defied and something that will be persistent unless dealt with). [/QUOTE]
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