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How much control do DMs need?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8999476" data-attributes="member: 82106"><p>Well, one thing that can REALLY help with this is systems that are fairly lightweight in terms of processing actions, and which allow for variable granularity. So, for instance, you can easily split the party in Dungeon World (this is actually listed as a GM move 'split the party'). You can definitely resolve a lot of movement and exploration, for example, either without any dice or simply by tossing a pair of dice once (maybe the move would be Defy Danger, or Discern Realities, possibly something else depending on what is interesting in that terrain). So, often, the GM or players can control the pace so as to make this sort of split action more interesting and get rid of long waits and such. Combat, for example, is quite simple and doesn't require switching to a more intensive set of resolution mechanisms, etc. Obviously its possible for one part of the story to get more bogged down than another, but given that often there is no established fiction that must be honored in these branches, it can get pretty easy to move things along, bring the focus to aspects of play that concern both groups, etc. </p><p></p><p>Certainly all of the above is a leg up on most D&D games where its quite likely you end up with 2 groups each needing to wade through exploration and combat sequences. Not that it would be impossible to have some good split adventuring, but it seems like it would be a lot harder in D&D to do it in a fairly unplanned way.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8999476, member: 82106"] Well, one thing that can REALLY help with this is systems that are fairly lightweight in terms of processing actions, and which allow for variable granularity. So, for instance, you can easily split the party in Dungeon World (this is actually listed as a GM move 'split the party'). You can definitely resolve a lot of movement and exploration, for example, either without any dice or simply by tossing a pair of dice once (maybe the move would be Defy Danger, or Discern Realities, possibly something else depending on what is interesting in that terrain). So, often, the GM or players can control the pace so as to make this sort of split action more interesting and get rid of long waits and such. Combat, for example, is quite simple and doesn't require switching to a more intensive set of resolution mechanisms, etc. Obviously its possible for one part of the story to get more bogged down than another, but given that often there is no established fiction that must be honored in these branches, it can get pretty easy to move things along, bring the focus to aspects of play that concern both groups, etc. Certainly all of the above is a leg up on most D&D games where its quite likely you end up with 2 groups each needing to wade through exploration and combat sequences. Not that it would be impossible to have some good split adventuring, but it seems like it would be a lot harder in D&D to do it in a fairly unplanned way. [/QUOTE]
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