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How much control do DMs need?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8997369" data-attributes="member: 82106"><p>Right, that's the main difference with classic styles of RPG play, you really do have to play to find out, not just what happens, but what IS. There's no "you fail to find any secret doors here" without a check, because it isn't established that there are or are not secret doors here. Note that (in Dungeon World at least, which is very similar to AW in most respects) there aren't moves of the type "I search for secret doors" however. There's a Discern Realities move that allows the player to ask from a fixed list of general questions and get an answer from the GM. On a 10+ the answer(s) must be 'useful'. Given a certain particular set of circumstances a secret door might be a 'useful' result; however the GM isn't constrained to that one possibility, they could provide other answers that are commensurate with the DW GM's role. Now, the player can certainly declare that they are searching for secret doors, as a fictional action, but the GM is then going to ask "how, and where." This might elicit a direct answer too "yes, there's a secret door, you push on a hidden latch, and the shelving swings back." Of course this is likely to be followed with "A terrible stench emanates from the space beyond" or something like that... It is also perfectly possible for the GM to reply with "no such door appears to exist here" especially if that puts the character in hot water!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8997369, member: 82106"] Right, that's the main difference with classic styles of RPG play, you really do have to play to find out, not just what happens, but what IS. There's no "you fail to find any secret doors here" without a check, because it isn't established that there are or are not secret doors here. Note that (in Dungeon World at least, which is very similar to AW in most respects) there aren't moves of the type "I search for secret doors" however. There's a Discern Realities move that allows the player to ask from a fixed list of general questions and get an answer from the GM. On a 10+ the answer(s) must be 'useful'. Given a certain particular set of circumstances a secret door might be a 'useful' result; however the GM isn't constrained to that one possibility, they could provide other answers that are commensurate with the DW GM's role. Now, the player can certainly declare that they are searching for secret doors, as a fictional action, but the GM is then going to ask "how, and where." This might elicit a direct answer too "yes, there's a secret door, you push on a hidden latch, and the shelving swings back." Of course this is likely to be followed with "A terrible stench emanates from the space beyond" or something like that... It is also perfectly possible for the GM to reply with "no such door appears to exist here" especially if that puts the character in hot water! [/QUOTE]
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