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How much control do DMs need?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9001793" data-attributes="member: 6790260"><p>Doing so is against the rules of Dungeon World. Specifically, this runs afoul of the Agendas, specifically, "Play to find out what happens." You cannot follow that Agenda if you simply unilaterally declare what happens, especially in this case, given this is a fiat "game ends" sort of thing.</p><p></p><p>That said, perhaps the characters being, or becoming, dead is a part of the premise. If so, you either:</p><p>(A) start with this premise, because that's where the action is, so just...get to it and skip the preamble, or</p><p>(B) sell the players on the premise after play has begun. If you can't do that, the game is unlikely to be successful in the first place.</p><p></p><p>As a milder example of this, I had a cool idea for a thing that needed to happen: a character rejoining the party (TL;DR: hiatus player temporarily returning.) This, plus some private discussion with players, led to a cool set piece concept (expedition to a rediscovered lost city.) But as a result, I needed my players to be willing to do that. I was far more worked up about it than they were, humorously, though at the time it was anything but humorous to me. Had my players balked, a different "return to the party" option would need to be used. Because it was a necessity that this player be reintegrated, it's part of the premise, but a premise after game start has to be sold to the players and (per the Principles) needs to follow from the fiction.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9001793, member: 6790260"] Doing so is against the rules of Dungeon World. Specifically, this runs afoul of the Agendas, specifically, "Play to find out what happens." You cannot follow that Agenda if you simply unilaterally declare what happens, especially in this case, given this is a fiat "game ends" sort of thing. That said, perhaps the characters being, or becoming, dead is a part of the premise. If so, you either: (A) start with this premise, because that's where the action is, so just...get to it and skip the preamble, or (B) sell the players on the premise after play has begun. If you can't do that, the game is unlikely to be successful in the first place. As a milder example of this, I had a cool idea for a thing that needed to happen: a character rejoining the party (TL;DR: hiatus player temporarily returning.) This, plus some private discussion with players, led to a cool set piece concept (expedition to a rediscovered lost city.) But as a result, I needed my players to be willing to do that. I was far more worked up about it than they were, humorously, though at the time it was anything but humorous to me. Had my players balked, a different "return to the party" option would need to be used. Because it was a necessity that this player be reintegrated, it's part of the premise, but a premise after game start has to be sold to the players and (per the Principles) needs to follow from the fiction. [/QUOTE]
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