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How much control do DMs need?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8994028" data-attributes="member: 82106"><p>I would say it like this: You can handle the whole "how do we cross the Chasm" thing in detail in Dungeon World, you simply ZOOM IN. Instead of just presenting the chasm as a single obstacle that the party has to overcome, you treat each step of setting up ropes and pitons and whatever it is that is required, as specific challenges that have to be overcome, or at least require some sort of action to be described by a PC (IE I pull a spike out of my backpack and expend it). Alternately the GM could let the whole party nominate someone to make a (probably Defy Danger) check to successfully get everyone across without mishap. Interestingly, it doesn't really matter in terms of the play of the game. Technically if the players are having fun, they can focus all their energy for an entire session on that danged chasm and deal with move after move! Or if they go on with one throw of the dice, they will simply come to some other danger that challenges them. </p><p></p><p>In this sense DW can really vary its pacing and things quite a lot. This is a dimension of flexibility that is very hard to accomplish with a game like 5e D&D that focuses on specific rules constructs and situations. I mean, maybe you CAN do it in 5e "make a survival skill check to cross the Great Desert!" but it seems less natural to me.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8994028, member: 82106"] I would say it like this: You can handle the whole "how do we cross the Chasm" thing in detail in Dungeon World, you simply ZOOM IN. Instead of just presenting the chasm as a single obstacle that the party has to overcome, you treat each step of setting up ropes and pitons and whatever it is that is required, as specific challenges that have to be overcome, or at least require some sort of action to be described by a PC (IE I pull a spike out of my backpack and expend it). Alternately the GM could let the whole party nominate someone to make a (probably Defy Danger) check to successfully get everyone across without mishap. Interestingly, it doesn't really matter in terms of the play of the game. Technically if the players are having fun, they can focus all their energy for an entire session on that danged chasm and deal with move after move! Or if they go on with one throw of the dice, they will simply come to some other danger that challenges them. In this sense DW can really vary its pacing and things quite a lot. This is a dimension of flexibility that is very hard to accomplish with a game like 5e D&D that focuses on specific rules constructs and situations. I mean, maybe you CAN do it in 5e "make a survival skill check to cross the Great Desert!" but it seems less natural to me. [/QUOTE]
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