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How much control do DMs need?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8992676" data-attributes="member: 82106"><p>Well, yes, to put it in [USER=71699]@clearstream[/USER]'s terms, there are 'constitutive rules' (where I use 'rule' loosely to include any established norm of play) that describe how play happens. Everyone agrees on that, and the whole joke of 'Calvinball' was to point out the necessity of such rules. But if your analysis stops there then how meaningful is it? All games are games is a somewhat droll observation, IMHO... My point is that Dungeon World is an exemplar of a style of design in which the rules are ALL about the process of play, and never really reference how that binds to the fiction in any quantitative way. Thus the general rule of DW works always and constantly, you would never revise it, and in fact the game will work fine if you simply call the moves "a move" and don't give them any rules at all beyond 6-, 7+, 10+</p><p></p><p>Right, and that is the same in any game. DW tells the GM to 'ask questions and use the answers' and simply describes the game as a conversation between the participants at the core level. As for who decides stuff, its actually the table in PbtA games, although I think it is fair to say that usually the GM will take the lead there simply because they normally introduce the vast majority of the specific scene-by-scene fiction. Still, if the players want, they can say "no no, this seems wrong, lets figure this out."</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8992676, member: 82106"] Well, yes, to put it in [USER=71699]@clearstream[/USER]'s terms, there are 'constitutive rules' (where I use 'rule' loosely to include any established norm of play) that describe how play happens. Everyone agrees on that, and the whole joke of 'Calvinball' was to point out the necessity of such rules. But if your analysis stops there then how meaningful is it? All games are games is a somewhat droll observation, IMHO... My point is that Dungeon World is an exemplar of a style of design in which the rules are ALL about the process of play, and never really reference how that binds to the fiction in any quantitative way. Thus the general rule of DW works always and constantly, you would never revise it, and in fact the game will work fine if you simply call the moves "a move" and don't give them any rules at all beyond 6-, 7+, 10+ Right, and that is the same in any game. DW tells the GM to 'ask questions and use the answers' and simply describes the game as a conversation between the participants at the core level. As for who decides stuff, its actually the table in PbtA games, although I think it is fair to say that usually the GM will take the lead there simply because they normally introduce the vast majority of the specific scene-by-scene fiction. Still, if the players want, they can say "no no, this seems wrong, lets figure this out." [/QUOTE]
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