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GM fiat - an illustration
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9621093" data-attributes="member: 82106"><p>I think this is a bit of a misunderstanding/mis characterization. It's easy to address concretely. In Dungeon World the players have certain inputs to play. First of all there's the fairly universal "hey, let's run a game. I have this system, what do you all think?" This is of course system transcending. Then we specific inputs in DW.</p><p></p><p>First is choice of playbook, starting moves, race, alignment and bonds. DW doesn't mandate much about backstory, but bonds at least need some elaboration.</p><p></p><p>Next are GM questions. These are going to probably elicit background and initial situation kind of stuff. The GM decides what to ask, the players can pretty much answer as they see fit. Obviously good faith is assumed, but presumably the answers can be worked by the GM.</p><p></p><p>And then we get into actual play, where the GM sets each scene, and the players simply declare actions, much like D&D. In some cases the players can compel the GM to answer questions about the situation, like "what is not what it appears to be?" </p><p></p><p>Finally the GM is directed to keep asking questions, some of which might prompt a player to invent some lore or setting information, etc.</p><p></p><p>Now, the game does tell us pretty explicitly what kinds of considerations and techniques are used in DW to frame scenes, introduce consequences etc. The general thrust of these is to generate the kind of play that DW is designed for, and to avoid the sorts of issues any game would like to avoid. In general these are no more restrictive than "principled GMing" in any RPG.</p><p></p><p>To return to your comment, I don't know of a situation where players, certainly in the course of playing characters, have any kind of extra ability or information, etc. Sometimes the player may invent something, usually when asked a question by the GM. Their interpretation of play will probably also shape the resolution of bonds and creation of new ones, maybe selection of new moves and XP granting during end of session. </p><p></p><p>I don't think any of this radically exceeds what is in trad play, except insomuch as the expectation that the material the GM introduces will generally address the input of the players via the above channels. So the GM is not going to insist on running undead infested dungeon crawls when the players all styled their PCs as pirates located on an island of pirates.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9621093, member: 82106"] I think this is a bit of a misunderstanding/mis characterization. It's easy to address concretely. In Dungeon World the players have certain inputs to play. First of all there's the fairly universal "hey, let's run a game. I have this system, what do you all think?" This is of course system transcending. Then we specific inputs in DW. First is choice of playbook, starting moves, race, alignment and bonds. DW doesn't mandate much about backstory, but bonds at least need some elaboration. Next are GM questions. These are going to probably elicit background and initial situation kind of stuff. The GM decides what to ask, the players can pretty much answer as they see fit. Obviously good faith is assumed, but presumably the answers can be worked by the GM. And then we get into actual play, where the GM sets each scene, and the players simply declare actions, much like D&D. In some cases the players can compel the GM to answer questions about the situation, like "what is not what it appears to be?" Finally the GM is directed to keep asking questions, some of which might prompt a player to invent some lore or setting information, etc. Now, the game does tell us pretty explicitly what kinds of considerations and techniques are used in DW to frame scenes, introduce consequences etc. The general thrust of these is to generate the kind of play that DW is designed for, and to avoid the sorts of issues any game would like to avoid. In general these are no more restrictive than "principled GMing" in any RPG. To return to your comment, I don't know of a situation where players, certainly in the course of playing characters, have any kind of extra ability or information, etc. Sometimes the player may invent something, usually when asked a question by the GM. Their interpretation of play will probably also shape the resolution of bonds and creation of new ones, maybe selection of new moves and XP granting during end of session. I don't think any of this radically exceeds what is in trad play, except insomuch as the expectation that the material the GM introduces will generally address the input of the players via the above channels. So the GM is not going to insist on running undead infested dungeon crawls when the players all styled their PCs as pirates located on an island of pirates. [/QUOTE]
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