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How much control do DMs need?
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<blockquote data-quote="Imaro" data-source="post: 9002365" data-attributes="member: 48965"><p>So swinging back to DW and things following or not following from hidden knowledge and prep-notes ... In the DW SRD part of the GM rules states this...</p><p></p><p><strong>Think offscreen too</strong></p><p><em>Just because you’re a fan of the characters doesn’t mean everything happens right in front of them. Sometimes your best move is in the next room, or another part of the dungeon, or even back in town. Make your move elsewhere and show its effects when they come into the spotlight.</em></p><p></p><p>Now this, along with this (which I realize was brought up earlier, but I'm still a little unclear on why this isn't a mapping in the D&D sense especially since this seems to be the methodology many use for sandboxes)...</p><p></p><p><strong>Draw maps, leave blanks</strong></p><p><em>Dungeon World exists mostly in the imaginations of the people playing it; maps help everyone stay on the same page. You won’t always be drawing them yourself, but any time there’s a new location described make sure it gets added to a map.</em></p><p><em></em></p><p><em>When you draw a map don’t try to make it complete. Leave room for the unknown. As you play you’ll get more ideas and the players will give you inspiration to work with. Let the maps expand and change.</em></p><p></p><p>Seems to imply that pre-prep, mapping and actions that can be based on knowledge that is not available to the players are all viable and expected parts of DW.</p><p></p><p>To be clear I am not stating this is the definitive interpretation... but this is what I am taking from my reading of this principle. I'd be interested in hearing how those with more experience in this playstyle interpret this...and why they feel it does or doesn't differ from D&D prep.</p></blockquote><p></p>
[QUOTE="Imaro, post: 9002365, member: 48965"] So swinging back to DW and things following or not following from hidden knowledge and prep-notes ... In the DW SRD part of the GM rules states this... [B]Think offscreen too[/B] [I]Just because you’re a fan of the characters doesn’t mean everything happens right in front of them. Sometimes your best move is in the next room, or another part of the dungeon, or even back in town. Make your move elsewhere and show its effects when they come into the spotlight.[/I] Now this, along with this (which I realize was brought up earlier, but I'm still a little unclear on why this isn't a mapping in the D&D sense especially since this seems to be the methodology many use for sandboxes)... [B]Draw maps, leave blanks[/B] [I]Dungeon World exists mostly in the imaginations of the people playing it; maps help everyone stay on the same page. You won’t always be drawing them yourself, but any time there’s a new location described make sure it gets added to a map. When you draw a map don’t try to make it complete. Leave room for the unknown. As you play you’ll get more ideas and the players will give you inspiration to work with. Let the maps expand and change.[/I] Seems to imply that pre-prep, mapping and actions that can be based on knowledge that is not available to the players are all viable and expected parts of DW. To be clear I am not stating this is the definitive interpretation... but this is what I am taking from my reading of this principle. I'd be interested in hearing how those with more experience in this playstyle interpret this...and why they feel it does or doesn't differ from D&D prep. [/QUOTE]
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