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How much control do DMs need?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8996332" data-attributes="member: 6790260"><p>I don't understand what you mean by "not a minimal segment of the campaign." I absolutely would NEVER describe Dungeon World as making the characters "minimal." Indeed, you are encouraged to do very much the reverse, characters are pretty core to the story.</p><p></p><p>I, personally, love grand epic quests, discoveries of ancient bloodlines and mysterious generational curses to be broken etc. So I have endeavored to give all of my players Cool Stuff their characters are connected to in one way or another. That's not at all going to be every person's cup of tea, but DW supports it extremely well, especially because creating new moves is an absolute breeze and tweaking ones you've made couldn't be easier. (I've only needed to tweak one move, and that one was simply me being a bit over-excited about a new player's stuff.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8996332, member: 6790260"] I don't understand what you mean by "not a minimal segment of the campaign." I absolutely would NEVER describe Dungeon World as making the characters "minimal." Indeed, you are encouraged to do very much the reverse, characters are pretty core to the story. I, personally, love grand epic quests, discoveries of ancient bloodlines and mysterious generational curses to be broken etc. So I have endeavored to give all of my players Cool Stuff their characters are connected to in one way or another. That's not at all going to be every person's cup of tea, but DW supports it extremely well, especially because creating new moves is an absolute breeze and tweaking ones you've made couldn't be easier. (I've only needed to tweak one move, and that one was simply me being a bit over-excited about a new player's stuff.) [/QUOTE]
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