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<blockquote data-quote="Manbearcat" data-source="post: 9311449" data-attributes="member: 6696971"><p>I've got a few minutes here, so let me try to throw a few words at the things I've been tagged on:</p><p></p><p><strong>ON DUNGEON WORLD FRONTS</strong></p><p></p><p>* I've said it multiple times before, but I don't understand the various complaints about DW's organization or implementation of bog standard AW tech/ethos. I know the words people use, I've read the testimonials...but it still doesn't land with me. But that is neither here-nor-there at this point. "It is what it is" to just put that to bed.</p><p></p><p>* Yes, I've run a ton of DW games (and derivative like Stonetop) either fully 1-10 or several sessions worth of play which is either tutorial-ey for people or just kind of three/four-shot play.</p><p></p><p>* Dungeon World Fronts are <a href="http://lumpley.com/index.php/anyway/thread/594" target="_blank">Baker's layers 2 (the superstructure/purpose) and 3 (the particulars/details/implementation) in his concentric design of Apocalypse World</a>. You don't need them to run the game (anything after layer 1 is opt-in and can be modular/detachable, but you're often losing something, possibly something essential, if you opt-out of things layer 2 or 3). I've run only one game where I've fully organized Adventure Fronts and then nested them into one or two Campaign Fronts. I've run games where I've fully disregarded Campaign Fronts and just used stray Adventure Fronts. I've run games where I've used zero Fronts whatsoever.</p><p></p><p>Here is the pivot point:</p><p></p><p>Fronts let you (a) build out a roster of danger/opposition early so you don't have to do it in-situ while (b) they give you immediately accessible, thematically-relevant & compelling dangers to point to/trigger when you want to go offscreen. This (a) and (b) are their overwhelming use. The reduce cognitive load on GMs and ease mental bandwidth concerns. Now if you're someone who doesn't have an issue so much with (a) or (b) (you're able to manage them improvisationally and/or you've got good shorthand notes/memory to cue you so you can deploy the primordial ooze of what is in your head) and the cognitive concerns don't register so much? You can either disregard them or just use chunks of them (like a constellation of tags for danger archetypes and attendant impulses).</p><p></p><p>So, if you don't intend to "think (and go) offscreen" much for your moves (likely because either your players don't love that or you don't know your players well enough yet to know how "in-bounds" offscreen stuff feels for them), then the utility of them decreases a fair bit.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9311449, member: 6696971"] I've got a few minutes here, so let me try to throw a few words at the things I've been tagged on: [B]ON DUNGEON WORLD FRONTS[/B] * I've said it multiple times before, but I don't understand the various complaints about DW's organization or implementation of bog standard AW tech/ethos. I know the words people use, I've read the testimonials...but it still doesn't land with me. But that is neither here-nor-there at this point. "It is what it is" to just put that to bed. * Yes, I've run a ton of DW games (and derivative like Stonetop) either fully 1-10 or several sessions worth of play which is either tutorial-ey for people or just kind of three/four-shot play. * Dungeon World Fronts are [URL='http://lumpley.com/index.php/anyway/thread/594']Baker's layers 2 (the superstructure/purpose) and 3 (the particulars/details/implementation) in his concentric design of Apocalypse World[/URL]. You don't need them to run the game (anything after layer 1 is opt-in and can be modular/detachable, but you're often losing something, possibly something essential, if you opt-out of things layer 2 or 3). I've run only one game where I've fully organized Adventure Fronts and then nested them into one or two Campaign Fronts. I've run games where I've fully disregarded Campaign Fronts and just used stray Adventure Fronts. I've run games where I've used zero Fronts whatsoever. Here is the pivot point: Fronts let you (a) build out a roster of danger/opposition early so you don't have to do it in-situ while (b) they give you immediately accessible, thematically-relevant & compelling dangers to point to/trigger when you want to go offscreen. This (a) and (b) are their overwhelming use. The reduce cognitive load on GMs and ease mental bandwidth concerns. Now if you're someone who doesn't have an issue so much with (a) or (b) (you're able to manage them improvisationally and/or you've got good shorthand notes/memory to cue you so you can deploy the primordial ooze of what is in your head) and the cognitive concerns don't register so much? You can either disregard them or just use chunks of them (like a constellation of tags for danger archetypes and attendant impulses). So, if you don't intend to "think (and go) offscreen" much for your moves (likely because either your players don't love that or you don't know your players well enough yet to know how "in-bounds" offscreen stuff feels for them), then the utility of them decreases a fair bit. [/QUOTE]
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