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"Hot" take: Aesthetically-pleasing rules are highly overvalued
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<blockquote data-quote="pemerton" data-source="post: 8118685" data-attributes="member: 42582"><p>Dungeon World has very few "player narrative powers". Through Death's Eyes is probably the best known. (This is also true of Apocalypse World, the corresponding power in that system being the Battlebabe's Visions of Death.)</p><p></p><p>There is no power in DW that allows a player to decide that, because someone doesn't know something, an ogre appears.</p><p></p><p>In both systems, if a player misses an attempt to acquire knowledge (eg in DW, to Discern Realities; in AW, to Read a Charged Situation) then the GM can make a move in accordance with the relevant principles. Maybe if the player was trying to learn <em>what I should be on the lookout for </em>a suitable GM move might be to reveal that thing unexpectedly and dangerously. That would be something within the GM's purview, though, not the players'.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8118685, member: 42582"] Dungeon World has very few "player narrative powers". Through Death's Eyes is probably the best known. (This is also true of Apocalypse World, the corresponding power in that system being the Battlebabe's Visions of Death.) There is no power in DW that allows a player to decide that, because someone doesn't know something, an ogre appears. In both systems, if a player misses an attempt to acquire knowledge (eg in DW, to Discern Realities; in AW, to Read a Charged Situation) then the GM can make a move in accordance with the relevant principles. Maybe if the player was trying to learn [I]what I should be on the lookout for [/I]a suitable GM move might be to reveal that thing unexpectedly and dangerously. That would be something within the GM's purview, though, not the players'. [/QUOTE]
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"Hot" take: Aesthetically-pleasing rules are highly overvalued
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