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How much control do DMs need?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8993881" data-attributes="member: 82106"><p>I don't think it is vastly different. There's one clear difference in that we really deal much more in intent in games like DW (although DW itself doesn't quite put it that way). So, in 5e you either jump a sufficient distance to get across the chasm (and what that distance is has some rule associated with it). If you don't get across, well, you presumably fell into the chasm, though the GM might follow some of the suggestions in the DMG and have you clinging to the edge or whatever. In Dungeon World the reasoning is more like; you rolled a 7, clearly you are on the other side, but at the same time, not all is well. Its a bit more natural, but what about 6-? The GM could have you fall in, or the GM could even think about what you wanted to achieve, which was perhaps to chase after the bat which just stole your last sandwich. 6- you leap across, but you had to really back up and get a huge running start, by then the bat had disappeared into the darkness, looks like your sandwich is probably gone for good! You got across, but failed your goal. D&D just has no mechanism for dealing with that, but DW does. This is because its mechanics relate to the narrative and the character's intent and actions vs relating more to some imagined setting details. </p><p></p><p>So, while they are both dealing with a similar situation, the range of possible outcomes and impact on the following fictional position are rather different.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8993881, member: 82106"] I don't think it is vastly different. There's one clear difference in that we really deal much more in intent in games like DW (although DW itself doesn't quite put it that way). So, in 5e you either jump a sufficient distance to get across the chasm (and what that distance is has some rule associated with it). If you don't get across, well, you presumably fell into the chasm, though the GM might follow some of the suggestions in the DMG and have you clinging to the edge or whatever. In Dungeon World the reasoning is more like; you rolled a 7, clearly you are on the other side, but at the same time, not all is well. Its a bit more natural, but what about 6-? The GM could have you fall in, or the GM could even think about what you wanted to achieve, which was perhaps to chase after the bat which just stole your last sandwich. 6- you leap across, but you had to really back up and get a huge running start, by then the bat had disappeared into the darkness, looks like your sandwich is probably gone for good! You got across, but failed your goal. D&D just has no mechanism for dealing with that, but DW does. This is because its mechanics relate to the narrative and the character's intent and actions vs relating more to some imagined setting details. So, while they are both dealing with a similar situation, the range of possible outcomes and impact on the following fictional position are rather different. [/QUOTE]
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