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<blockquote data-quote="zakael19" data-source="post: 9610012" data-attributes="member: 7044099"><p>I think a couple things are different in that core loop in many "GM doesnt roll" games I've experienced: </p><p>a) you tend to resolve things at a different scope with a single roll, so the narrative feels like it's moving more places/resolving a higher amount of conflict at once.</p><p>b) not all, but many (most?) games where the GM doesnt roll don't have a separate turn-based combat subsystem. That often breaks your flow above pretty significantly. (note that combat in, say, DW often takes just as long as a standard 5e combat - but boy does it feel different to me to actually play) </p><p>c) most of the time you're interpreting a result against a static set of outcomes, not comparing vs a generated or chosen DC; and the player usually has a smaller decision set (eg: if a player makes a move in a PBTA - they're adding + stat and you're adjudicating the outcome space). </p><p></p><p>So while a game that has things like "ok make an athletics roll to climb the wall" and a game that has things like "ok yeah roll your Prowl like you said to see if this works out" may sound and roll very similar in the moment, the <em>rest </em>of the game around the latter feels like it's going different places because you never break out of that fairly simple resolution.</p></blockquote><p></p>
[QUOTE="zakael19, post: 9610012, member: 7044099"] I think a couple things are different in that core loop in many "GM doesnt roll" games I've experienced: a) you tend to resolve things at a different scope with a single roll, so the narrative feels like it's moving more places/resolving a higher amount of conflict at once. b) not all, but many (most?) games where the GM doesnt roll don't have a separate turn-based combat subsystem. That often breaks your flow above pretty significantly. (note that combat in, say, DW often takes just as long as a standard 5e combat - but boy does it feel different to me to actually play) c) most of the time you're interpreting a result against a static set of outcomes, not comparing vs a generated or chosen DC; and the player usually has a smaller decision set (eg: if a player makes a move in a PBTA - they're adding + stat and you're adjudicating the outcome space). So while a game that has things like "ok make an athletics roll to climb the wall" and a game that has things like "ok yeah roll your Prowl like you said to see if this works out" may sound and roll very similar in the moment, the [I]rest [/I]of the game around the latter feels like it's going different places because you never break out of that fairly simple resolution. [/QUOTE]
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