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How much control do DMs need?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8993308" data-attributes="member: 82106"><p>Because there's an agenda, and principles of play, so all the stuff on DW P160 and following applies! In other words, the GM has a set of criteria governing their introduction of fiction, as well as all the stuff that tells us what the genre is, who the PCs are, etc. in the first chapter. So what is the problem? The GM describes the starting fiction, addressing some aspect of one of the characters or maybe introducing a threat, etc. The PCs react, making nonspecific moves essentially, and the GM calls for checks to resolve things. If a player says "Groz leaps across the chasm!" the GM can ask for 2d6 to be thrown. On a 10+ Groz has made the leap, on a 7-9 he's at the other side, but maybe he's in immediate danger, or he has to drop his backpack, etc. on a 6-, uh oh! </p><p></p><p>I can definitely run that! I mean, it is not going to be the most straightforward thing to run, you can immediately see why the basic moves exist! However it will work, and its intended not as a proposed game design, but as an illustration of the simplicity and completeness of the PbtA 'core'. Everything else that adheres to that is superstructure intended to improve game play. </p><p></p><p>As for 'FKR', I have no idea. Free Kriegsspiel, actual real FK, is the model that trad play is built on. It has an all-powerful referee, and if there are rules they are all scenario-specific and simply provide a toolbox for the referee to use to adjudicate situations as they see fit. FK has no 'top level' structure beyond "the referee adjudicates everything and each player assumes a role, has objectives, and can declare any action they wish" Even turn structure is defined entirely by the referee. I have no idea what 'R' adds to this, but if FK uses dice it is simply at the pleasure of the referee for their own utility. This is NOT what I'm proposing at all! I'm proposing simply playing 'Dungeon World' without bothering with specific move rules. Again, its an exercise, not a game design, but it is quite doable and is not anything like FK. In fact it gives the GM LESS POWER than normal DW because normally the GM decides which move the PC made. Here that decision is moot...</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8993308, member: 82106"] Because there's an agenda, and principles of play, so all the stuff on DW P160 and following applies! In other words, the GM has a set of criteria governing their introduction of fiction, as well as all the stuff that tells us what the genre is, who the PCs are, etc. in the first chapter. So what is the problem? The GM describes the starting fiction, addressing some aspect of one of the characters or maybe introducing a threat, etc. The PCs react, making nonspecific moves essentially, and the GM calls for checks to resolve things. If a player says "Groz leaps across the chasm!" the GM can ask for 2d6 to be thrown. On a 10+ Groz has made the leap, on a 7-9 he's at the other side, but maybe he's in immediate danger, or he has to drop his backpack, etc. on a 6-, uh oh! I can definitely run that! I mean, it is not going to be the most straightforward thing to run, you can immediately see why the basic moves exist! However it will work, and its intended not as a proposed game design, but as an illustration of the simplicity and completeness of the PbtA 'core'. Everything else that adheres to that is superstructure intended to improve game play. As for 'FKR', I have no idea. Free Kriegsspiel, actual real FK, is the model that trad play is built on. It has an all-powerful referee, and if there are rules they are all scenario-specific and simply provide a toolbox for the referee to use to adjudicate situations as they see fit. FK has no 'top level' structure beyond "the referee adjudicates everything and each player assumes a role, has objectives, and can declare any action they wish" Even turn structure is defined entirely by the referee. I have no idea what 'R' adds to this, but if FK uses dice it is simply at the pleasure of the referee for their own utility. This is NOT what I'm proposing at all! I'm proposing simply playing 'Dungeon World' without bothering with specific move rules. Again, its an exercise, not a game design, but it is quite doable and is not anything like FK. In fact it gives the GM LESS POWER than normal DW because normally the GM decides which move the PC made. Here that decision is moot... [/QUOTE]
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