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How much control do DMs need?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8992116" data-attributes="member: 6790260"><p>Okay. I don't see DW as being Calvinball. I also vehemently disagree that "changing [the] details of <em> how</em> that is done" makes no difference. It can, in fact, make an enormous difference. The tools and concepts used matter hugely for the final outcome.</p><p></p><p></p><p>Okay. I don't really see the connection. You asked what stops someone from attempting something impossible in DW, like swinging from an explicitly nonexistent chandelier because the party is out in a field, and not inside a great hall. The simple answer is, "Because DW explicitly only permits things that are consistent with the established fiction." That is a limit. It isn't Calvinball. The method used actually matters.</p><p></p><p>The tools used (Agendas, Principles, and concepts like "you have to do it to do it") critical to make this <em>work.</em> Abandoning these tools is almost universally unwise for the same reason that abandoning saws, hammers, files, and drills is almost universally unwise for anyone wanting to do woodworking. You <em>can</em> do that. But if you want to achieve the same kinds of results, you will end up reinventing the very things you are attempting to eschew, just without the benefit of testing and refining that the originals had. You cannot do woodworking without tools <em>equivalent to</em> a hammer and a saw and a file etc. Likewise, if playing a Story Now game inspired by D&D, you will generally reinvent the same things DW does, such as GMs needing to answer questions honestly or needing to "think off screen too" and "be a fan of the characters," because those things are what lead to the kind of experiences DW offers.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8992116, member: 6790260"] Okay. I don't see DW as being Calvinball. I also vehemently disagree that "changing [the] details of [I] how[/I] that is done" makes no difference. It can, in fact, make an enormous difference. The tools and concepts used matter hugely for the final outcome. Okay. I don't really see the connection. You asked what stops someone from attempting something impossible in DW, like swinging from an explicitly nonexistent chandelier because the party is out in a field, and not inside a great hall. The simple answer is, "Because DW explicitly only permits things that are consistent with the established fiction." That is a limit. It isn't Calvinball. The method used actually matters. The tools used (Agendas, Principles, and concepts like "you have to do it to do it") critical to make this [I]work.[/I] Abandoning these tools is almost universally unwise for the same reason that abandoning saws, hammers, files, and drills is almost universally unwise for anyone wanting to do woodworking. You [I]can[/I] do that. But if you want to achieve the same kinds of results, you will end up reinventing the very things you are attempting to eschew, just without the benefit of testing and refining that the originals had. You cannot do woodworking without tools [I]equivalent to[/I] a hammer and a saw and a file etc. Likewise, if playing a Story Now game inspired by D&D, you will generally reinvent the same things DW does, such as GMs needing to answer questions honestly or needing to "think off screen too" and "be a fan of the characters," because those things are what lead to the kind of experiences DW offers. [/QUOTE]
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