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<blockquote data-quote="AbdulAlhazred" data-source="post: 9311830" data-attributes="member: 82106"><p>Well, fronts seem like something that could easily morph into a GM authored plotline that dominates play. There are a couple traits and techniques that would guard against that. So, one is that a front is pretty 'sketchy', it isn't some sort of hard series of locations or anything like that, at least as the one worked example goes. Secondly, the GM only gets to introduce grim portents and manifest dooms within the move structure, and according to the agenda and principles. Thus if a GM is playing as intended, the front can't be forced on anyone, especially if the idea of asking questions and playing to the character's bonds and whatnot is taken seriously, because those things should trump fronts. I mean, you don't even get XP for dealing with front stuff, except incidentally in the same was as you do handling any other situations that come up in play. Nothing in the incentive structure of DW really says "you have to deal with this."</p><p></p><p>I just don't know how to interpret the nature of the gate itself. Is it a gate to hell or a gate to 'heaven'? Or, as you may be implying, are the two things synonymous? I mean, it isn't necessarily a PROBLEM in the sense that if I was drawing up a front like this for my own use, hey I haven't sorted this in my brain, and maybe I didn't even want to! Perhaps if danger 2 fully manifests its doom then it turns into a hellgate and if danger 3 fully manifests it turns into a 'heckgate'. Maybe then the logical course of action is to make sure doom 1 happens! Or maybe clever players will help the arcanists and then supplant them? Play to Find Out! I think the example can WORK. Maybe the deficiency is more in terms of looking at it as a written example produced by someone else, vs a real campaign front will be notes to yourself.</p><p></p><p>Yeah, I have slightly mixed feelings here. I think if I'd written this thing myself, for myself, and then went right out and ran it, it would just be like "Oh, yeah, this will just work, I'll decide on the fly which portents come up." So, maybe it isn't so much weak as a front, but weak as an EXAMPLE of a front written by someone else. Like, another few paragraphs at the end might have been useful to say basically what you're saying here. I still think the actual structure of fronts and how the rules are written is fine though.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9311830, member: 82106"] Well, fronts seem like something that could easily morph into a GM authored plotline that dominates play. There are a couple traits and techniques that would guard against that. So, one is that a front is pretty 'sketchy', it isn't some sort of hard series of locations or anything like that, at least as the one worked example goes. Secondly, the GM only gets to introduce grim portents and manifest dooms within the move structure, and according to the agenda and principles. Thus if a GM is playing as intended, the front can't be forced on anyone, especially if the idea of asking questions and playing to the character's bonds and whatnot is taken seriously, because those things should trump fronts. I mean, you don't even get XP for dealing with front stuff, except incidentally in the same was as you do handling any other situations that come up in play. Nothing in the incentive structure of DW really says "you have to deal with this." I just don't know how to interpret the nature of the gate itself. Is it a gate to hell or a gate to 'heaven'? Or, as you may be implying, are the two things synonymous? I mean, it isn't necessarily a PROBLEM in the sense that if I was drawing up a front like this for my own use, hey I haven't sorted this in my brain, and maybe I didn't even want to! Perhaps if danger 2 fully manifests its doom then it turns into a hellgate and if danger 3 fully manifests it turns into a 'heckgate'. Maybe then the logical course of action is to make sure doom 1 happens! Or maybe clever players will help the arcanists and then supplant them? Play to Find Out! I think the example can WORK. Maybe the deficiency is more in terms of looking at it as a written example produced by someone else, vs a real campaign front will be notes to yourself. Yeah, I have slightly mixed feelings here. I think if I'd written this thing myself, for myself, and then went right out and ran it, it would just be like "Oh, yeah, this will just work, I'll decide on the fly which portents come up." So, maybe it isn't so much weak as a front, but weak as an EXAMPLE of a front written by someone else. Like, another few paragraphs at the end might have been useful to say basically what you're saying here. I still think the actual structure of fronts and how the rules are written is fine though. [/QUOTE]
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