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General Tabletop Discussion
*TTRPGs General
GMs: Guiding Morals in GMing
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<blockquote data-quote="Manbearcat" data-source="post: 8982661" data-attributes="member: 6696971"><p>GMing Dungeon World (and kindred like Stonetop) is going to be a combination of:</p><p></p><p>* Leading an interesting conversation which includes economically and proficiently communicating and how to extract exactly what you need from players' answers so you can follow their lead.</p><p></p><p>* <strong>Principally-informed-and-constrained </strong>(this is likely the essential component that is missing in your formulation) improvisation for framing (soft moves) and consequences (soft moves or hard moves pending move resolution) which also includes how Fronts manifest and resolve (as an outgrowth of play).</p><p></p><p>* Knowing and correctly using the constituent parts of action resolution rules (how NPC Stat Blocks should be employed, how Cohorts/Hirelings/Followers work, how Tags work, how Inventory/Gear works, etc) at every moment of play.</p><p></p><p>* Knowing when to add something to the map (or when to direct play toward that conversation).</p><p></p><p>[HR][/HR]</p><p></p><p>So I think probably if you're getting pushback (I've not read enough of the thread to discern the pushback you're getting), its "whim" vs "principally-informed-and-constrained." Whim implies "arbitrary + I DO WHAT I WANT SUCKA" whereas the latter is a different beast entirely (and the primary reason why these games are so mental bandwidth and cognitive horsepower intensive to GM).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8982661, member: 6696971"] GMing Dungeon World (and kindred like Stonetop) is going to be a combination of: * Leading an interesting conversation which includes economically and proficiently communicating and how to extract exactly what you need from players' answers so you can follow their lead. * [B]Principally-informed-and-constrained [/B](this is likely the essential component that is missing in your formulation) improvisation for framing (soft moves) and consequences (soft moves or hard moves pending move resolution) which also includes how Fronts manifest and resolve (as an outgrowth of play). * Knowing and correctly using the constituent parts of action resolution rules (how NPC Stat Blocks should be employed, how Cohorts/Hirelings/Followers work, how Tags work, how Inventory/Gear works, etc) at every moment of play. * Knowing when to add something to the map (or when to direct play toward that conversation). [HR][/HR] So I think probably if you're getting pushback (I've not read enough of the thread to discern the pushback you're getting), its "whim" vs "principally-informed-and-constrained." Whim implies "arbitrary + I DO WHAT I WANT SUCKA" whereas the latter is a different beast entirely (and the primary reason why these games are so mental bandwidth and cognitive horsepower intensive to GM). [/QUOTE]
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