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How much control do DMs need?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8992690" data-attributes="member: 82106"><p>My feeling is that Low Myth doesn't generally demand some big amount of effort from the players in terms of setting. Usually the game comes with some fairly built-in premise. So, for instance with Stonetop the premise is the PCs are inhabitants of a bronze age village in a fantasy world. During setup for play the players do go through a process that defines some of how the village is set up, like what jobs their PCs have, who their friends are, that sort of thing. Its all very structured however, so its not some big burden. I mean, even in D&D you have to make some choices, right? Beyond that, its a PbtA (Dungeon World variant really) so as stuff comes up, the players will have to respond. They MAY make up some things, but generally more through play than anything else. Its not like there are design sessions of mapping out what lies beyond the village. When you go there, that will get worked out. Probably based on what you already decided, some event rolls, and maybe you might have to answer a question now and then.</p><p></p><p>I haven't played Fiasco, but my understanding of it is that it is a more intense "invent elements of the story" kind of thing than happens directly in PbtA games. Honestly, I don't know this difference with D&D. I have always gotten pretty high levels of engagement. I just go more 'gonzo' and explore what the players react positively to and do more of it. But, I haven't run a pre-written adventure in many decades...</p><p></p><p>Well, PbtA games and such lack lots of charts and tables and large numbers of quantitative descriptions of how many feet in diameter the blast radius is and whatnot, yes. The rules in DW are TIGHT though, you can carry just so much, and each time you explain how you do something by reaching into your equipment, some is likely to be used up! Surely if you run out of torches it is pretty clear things are going to get really dicey when you are 3 hours from the dungeon entrance... You have 'hold' or 'forward' (situational bonus) that can be acquired by proper deployment of gear or certain moves. You can try to shape how the fiction shapes up in various ways (like what you choose to Spout Lore about), etc. Its not 'crunch' like 4e use the power to push the guy so the rogue can backstab him and then have the warlord make said rogue do it again with an extra bonus, etc. etc. etc. crunch. Its more like there is SKILL and a kind of elegance of style there. Still, DW has plenty of heft.</p><p></p><p>Yeah, I am just less sure that it requires greater player skill to play DW than 5e, for example. I don't think that's true. I am happy to acknowledge that some people will enjoy one more than the other. I am sure some GMs will handle one better than the other. I think 'trad' could be more open to linear thinking about RPGs. Like it is in some way 'more obvious'. If you were reinventing RPGs all over again, you would probably come up with something close to that style first. I'm not convinced that is the same as 'easier to play' or 'easier to master'.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8992690, member: 82106"] My feeling is that Low Myth doesn't generally demand some big amount of effort from the players in terms of setting. Usually the game comes with some fairly built-in premise. So, for instance with Stonetop the premise is the PCs are inhabitants of a bronze age village in a fantasy world. During setup for play the players do go through a process that defines some of how the village is set up, like what jobs their PCs have, who their friends are, that sort of thing. Its all very structured however, so its not some big burden. I mean, even in D&D you have to make some choices, right? Beyond that, its a PbtA (Dungeon World variant really) so as stuff comes up, the players will have to respond. They MAY make up some things, but generally more through play than anything else. Its not like there are design sessions of mapping out what lies beyond the village. When you go there, that will get worked out. Probably based on what you already decided, some event rolls, and maybe you might have to answer a question now and then. I haven't played Fiasco, but my understanding of it is that it is a more intense "invent elements of the story" kind of thing than happens directly in PbtA games. Honestly, I don't know this difference with D&D. I have always gotten pretty high levels of engagement. I just go more 'gonzo' and explore what the players react positively to and do more of it. But, I haven't run a pre-written adventure in many decades... Well, PbtA games and such lack lots of charts and tables and large numbers of quantitative descriptions of how many feet in diameter the blast radius is and whatnot, yes. The rules in DW are TIGHT though, you can carry just so much, and each time you explain how you do something by reaching into your equipment, some is likely to be used up! Surely if you run out of torches it is pretty clear things are going to get really dicey when you are 3 hours from the dungeon entrance... You have 'hold' or 'forward' (situational bonus) that can be acquired by proper deployment of gear or certain moves. You can try to shape how the fiction shapes up in various ways (like what you choose to Spout Lore about), etc. Its not 'crunch' like 4e use the power to push the guy so the rogue can backstab him and then have the warlord make said rogue do it again with an extra bonus, etc. etc. etc. crunch. Its more like there is SKILL and a kind of elegance of style there. Still, DW has plenty of heft. Yeah, I am just less sure that it requires greater player skill to play DW than 5e, for example. I don't think that's true. I am happy to acknowledge that some people will enjoy one more than the other. I am sure some GMs will handle one better than the other. I think 'trad' could be more open to linear thinking about RPGs. Like it is in some way 'more obvious'. If you were reinventing RPGs all over again, you would probably come up with something close to that style first. I'm not convinced that is the same as 'easier to play' or 'easier to master'. [/QUOTE]
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