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<blockquote data-quote="pemerton" data-source="post: 9628870" data-attributes="member: 42582"><p>I am sorry to hear that you cannot afford to purchase the DW rulebook.</p><p></p><p>But I was responding to your claim about there being a tension in the rules. I don't agree, and have explained <em>why</em> in some detail. I just looked at this website - <a href="https://www.dungeonworldsrd.com/" target="_blank">Dungeon World SRD</a> - and in the table of contents on the left there is a heading <em>Gamemastering</em> and under that a sub-heading <em>Fronts</em>. That seems to contain all the text that I quoted from p 185 the rulebook. And under the main heading (Gamemastering) there seems to be all the text I quoted from pp 160, 161 and 167. So I don't see that there is any tension in the SRD either.</p><p></p><p>The dangers/threats in a front have impulses, as you can see here: <a href="https://www.dungeonworldsrd.com/gamemastering/fronts/" target="_blank">Fronts – Dungeon World SRD</a></p><p></p><p>So suppose that your danger is an ambitious organisation: it is a corrupt government, or a cabal? That will then tell you what the nobleman who belongs to it will ultimately try to do: maintain the status quo, or absorb those in power and grow.</p><p></p><p>The colour of the nobleman - that he enjoys fawning and is easily angered by disagreement - is secondary here. Making those sorts of notes about a NPC's personality is not really the sort of prep that DW is focused on, as is demonstrated by these passages under GM Principles:</p><p></p><p style="margin-left: 20px"><strong>Give every monster life</strong></p> <p style="margin-left: 20px">Monsters are fantastic creatures with their own motivations (simple or complex). Give each monster details that bring it to life: smells, sights, sounds. Give each one enough to make it real, but don’t cry when it gets beat up or overthrown. That’s what player characters do!</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Name every person</strong></p> <p style="margin-left: 20px">Anyone that the players speak with has a name. They probably have a personality and some goals or opinions too, but you can figure that out as you go. Start with a name. The rest can flow from there.</p><p></p><p><em>You can figure that out as you go</em> is key here: there is no instruction to make notes about the precise quirks of the nobleman's personality. But his role and goals as part of an ambitious organisation: those are things that the prep of a front and its dangers/threats will establish, and those then create material to incorporate into GM move-making.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9628870, member: 42582"] I am sorry to hear that you cannot afford to purchase the DW rulebook. But I was responding to your claim about there being a tension in the rules. I don't agree, and have explained [I]why[/I] in some detail. I just looked at this website - [URL="https://www.dungeonworldsrd.com/"]Dungeon World SRD[/URL] - and in the table of contents on the left there is a heading [I]Gamemastering[/I] and under that a sub-heading [I]Fronts[/I]. That seems to contain all the text that I quoted from p 185 the rulebook. And under the main heading (Gamemastering) there seems to be all the text I quoted from pp 160, 161 and 167. So I don't see that there is any tension in the SRD either. The dangers/threats in a front have impulses, as you can see here: [URL="https://www.dungeonworldsrd.com/gamemastering/fronts/"]Fronts – Dungeon World SRD[/URL] So suppose that your danger is an ambitious organisation: it is a corrupt government, or a cabal? That will then tell you what the nobleman who belongs to it will ultimately try to do: maintain the status quo, or absorb those in power and grow. The colour of the nobleman - that he enjoys fawning and is easily angered by disagreement - is secondary here. Making those sorts of notes about a NPC's personality is not really the sort of prep that DW is focused on, as is demonstrated by these passages under GM Principles: [indent][B]Give every monster life[/B] Monsters are fantastic creatures with their own motivations (simple or complex). Give each monster details that bring it to life: smells, sights, sounds. Give each one enough to make it real, but don’t cry when it gets beat up or overthrown. That’s what player characters do! [B]Name every person[/B] Anyone that the players speak with has a name. They probably have a personality and some goals or opinions too, but you can figure that out as you go. Start with a name. The rest can flow from there.[/indent] [I]You can figure that out as you go[/I] is key here: there is no instruction to make notes about the precise quirks of the nobleman's personality. But his role and goals as part of an ambitious organisation: those are things that the prep of a front and its dangers/threats will establish, and those then create material to incorporate into GM move-making. [/QUOTE]
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