Thanks for clarifying the DW mechanics a bit for me. I get it a bit better now. Does not sound at all like something I'd be interested in except as a one off or change of pace type of game.
You're welcome.
From what I can see, GM judgment absolutely comes into both games, just in different ways. In D&D, the DM sets the DC of a proposed task based on prevailing conditions within the fiction, which can largely determine failure or success on the PC's part. Where as DW seems to have set target numbers for any and all actions, and then the GM uses his judgment to determine the specific outcome.
I can certainly see how the D&D style lends itself more to the Storyteller GM approach as you have described it. I agree with that. However, I don't think that it must be so by any stretch. And I would also say that DW seems just as subject to GM manipulation, it would just come about in a different way.
Can you try explain how you think this might come about in a Dungeon World game (despite the fact that it is a transparent violation of the game's play Agenda, a few GMing principles, and would actually be more difficult to do than just letting things unfold naturally)? I think I may have an idea of what you have in mind.
My own thoughts on the above?
Here is the thing on this. You can break the sum agency of a game down into:
GM Agency
Player Agency
System Agency
I've brought this up before a few times in this thread, but I truly cannot stress how integral this is to our discussion (generally across the scope of this thread and specifically for the you and I right now).
So you're correct that all three of B/X, Dungeon World, and 5e require GM judgement. However, there are significant differences in:
a) Scope and type of System Agency (this includes top-down play Agenda, resolution mechanics, and general procedures)
b) Latitude or constraints on GM Agency due to System Agency and GMing principles (or lackthereof)
c) Expectant Player Agency as a result of genre, social contract and that provided by System Agency (including PC build mechanics).
As a result of this, GMing in each of these systems has different kind and type of cognitive workload in each moment of play and mental overhead sum total in the course of their duties.
More on this directly below:
Fair enough. Do you think that I could describe the action you've provided through the lens of 5E mechanics and come up with the same result? I would expect so. In your description of hte player declaration/action resolution dynamic, I don't see any reason that 5E must go about things differently.
Do I think running 5e without deploying any Illuiosionism at all could yield precisely the sequence of the Dungeon World excerpt upthread? Yes, I do, but it would have a considerably more difficult time doing it reliably because (i) the fundamental system maths disparity, (ii) the very different resolution mechanics/resource models/play procedures, and (iii) the deep disparity of System Agency and GMing Agency between the two systems.
So with that said, let us go back to a - c above and then consider the following components of 5e's GMing ethos:
* ...as a referee, the DM interprets the rules and decides when to abide by them and when to change them.
* <the DM> creates and runs adventures that drive the story.
* Inventing, writing, storytelling, improvising, acting, refereeing...Focus on the aspects you enjoy and downplay the rest.
* ...the rules aren't in charge. You're the DM, and you are in charge of the game.
There is a lot more than that including the profound role that the GM plays in determining outcomes merely in the course of mediation procedures. On the continuum of GM Agency, 5e is on the extreme of one side. As GM Agency becomes more prolific, System Agency becomes less so. The game outright gives the GM a mandate to ignore/change/downplay/subordinate the rules. Also consider the expectation that the GMs created/run adventures drives the story. That has a lot to say about (c) vs (b) when compared to Dungeon World. Also consider the fact that the games encounter building tools are absolutely broken (and I said they would turn out that way during the playtest because of fundamental design decisions). When the apex priority of play is to "create epic stories filled with tension and memorable drama", all of this stuff combined puts a lot of pressure on the GM (while enabling them considerably) to deploy Force/Illusionism techniques (which you see advocated for in some of the early WotC modules) such that the yield of play is indeed that "tension and memorable drama" with the gross becoming "epic stories."
So with all of this in mind, I'm left wondering why GM Force/Illusionism is something to be protested in 5e? The text certainly doesn't decry it as taboo. In fact, it at least tacitly embraces it due to all of the above (and I'd say tacitly is a massive understatement).
Again, all of that being said, I still stand by my position that you can absolutely run 5e without any Force or Illusionism. When I run it, I use my friend's hexcrawl/setting/maps, pick up where he left off the week before, deploy the resolution mechanics in orthodox process sim fashion (with the 10 Ability Score laymen as the model) and basically just eyeball the Encounter Budget with a keen eye toward numerical superiority, spellcasting, and team action economy (my profound experience with these games is more robust than their, predictably, wobbly encounter design). I use Success with Complications (DMG 242) except use failure by 3 or less rather than 2.
Still, while my experience and my house-ruled use of Success with Complications certainly helps along yielding "tension and memorable drama" in most moments of play, it doesn't remotely produce it as organically (and with less cognitive workload and attendant stress) and inexorably as Dungeon World (and I certainly don't get to "play to find out" in the way that I do with DW). It seems to me that 5e's answer to that is GM Force/Illusionism to bridge those gaps.
I used the term side trek just for ease of reference, and because it seems to be somewhat tangential to the main story....meaning that if the PC had succeeded and not forced a hard move on your part, he would not have fallen into the river and been swept away.
I also kind of view it as a side trek (in a loose sense) because of practical concerns of play; for instance, what are the other players doing while this is all happening?
I'm going to sblock the entirety of the "Sled into the Glacial Crevasse" scene for your reference. This may give you further insight into things and may help our conversation along so I'll put the work in:
[sblock]
Saerie
Alright. We're right up against our ration allotment, so we can't afford something to happen there. So no goblins on Quartermaster. I'll have Otthor take care of managing our provisions and overseeing setting up and breaking down camp, etc. With his 8 on his QM check, we'll consume the right amount of rations. I'll take Trailblazer. My 10+ will get us there quicker and cut down on some rations used. That leaves Scout. The goblins know this territory best. They know the signs of dangerous geographical hazards, the wind fields in case storms blow in suddenly, and they should know where dangerous avian predators lair. They can take the Scout role. Here we go for them:
Scout (Goblins)
2, 3 + 0 = 5
Mark 1 xp
During camp along the way, I want to speak with the dog and find out what the old boy knows about what happened in this settlement.
I'll also talk to Otthor about, upon our return, picking up the corpse of the poor young man that was changed. The old Remorhaz tunnel where I mercilessly slew him will be easy to find. Hopefully we can locate the two refugee families and they can give him a fitting burial in their cemetery. Surely they know the family. They might even be his kin.
GM:
1) Despite his deafness, you're able to communicate with the dog somewhat. This is what he is able to relay:
Some time ago, people started going crazy and killing each other. One man gouged another man's eyes out, for no reason, in the middle of broad daylight and bashed his head in with a rock. The dog actually discovered him. He was found just sitting there, with the body, babbling incoherently. When he developed strange symptoms, the townsfolk executed him and burned the body. People became terrified that there was a sickness and folks weren't leaving their houses much. But more of the same followed not long after. The murdered were buried in the cemetery. The "sick" were executed and burned.
Things got really, really bad shortly thereafter when the goats started all going mad, stampeding and killing people and each other. More people died but several of the goats were put down. All bodies were burned. The men who were outside fighting the goats began to lose their minds and change. It seemed like people did better if they stayed inside so the whole town banded together, fought off the afflicted, and barricaded themselves in the common building, thinking that they could wait it out and that there would be safety in numbers. When tempers erupted later that night, two families fled the settlement together, sure the place was cursed. They tried to convince everyone else to leave with them. No one else would go. The dog's master stayed so he stayed with him.
By the next morning, everyone had killed each other or began changing and then cocooning. The dog hid for days and then tried to escape when everything was still. That is when you guys showed up and everything happened.
2) You cut off a significant amount of travel via a handy shortcut you discover (2 rations off of your total used, so you spend 8 instead of 10). You locate some elevation on the icy tundra and use the prolonged downslope to lessen the wolves burden and sustain momentum on the ice. For a good 4 hours, the wolves expend no real energy and they're able to take turns resting on the front of the sleds.
The land starts to rise and fall and is fraught with boulders and sharp rocks on the final approach. The elevating earth ascends angrily toward the White Dragon's domain and the entrance to the Coldlands beyond. In the distance, you can see the great open cavern, cut naturally into the bottom of the mountainside's face. Earthmaw.
The small goblin stands up and points, beginning to celebrate. The moment that he does so, a terrible sound begins beneath you. To date, the goblins have guided you away from the lairs of nesting Wyverns, Perytons, and navigated around the dangerous terrain of false-floors. However, when the sound of cracking ice begins and a jagged, zig-zagging line accelerates in front of the sleds (the cowardly, but useful, goblin was able to tie/rig together both sleds, creating something of a master sled with a larger platform (1) that could be pulled by all 8 wolves and (2) that he could drive as neither of the other goblins are proficient enough), terror turns his celebrations into a shriek. Almost immediately thereafter, the false layer of thin ice gives way and the crevasse reveals itself with a terrible noise. The cracking, gravelly yawn of the glacier threatens to swallow you all as the back end of the sled goes in first.
The goblin driver leaps for safety above and barely finds it.
One of the two armored goblin brothers is almost immediately claimed by the deadly darkness below. His brother dives for him and grabs hold of his arm...both of them hanging dangerously by a hand meagerly grasping the sled.
Rawr is easily able to use his claws to hang onto the sled but the dog is going to go over if he isn't saved. And you two are going to need to defy some danger as well and figure this thing out.
The wolves are up top, howling and growling...trying desperately to pull the precarious sled out. But its far, far too much weight for them and, despite their efforts, they are slowly sliding backward toward the indifferent chasm...
Otthor
The first thing I'm going to do is position my body so that when the dog falls, he falls into me. I'll accept the blow and try to hang on so he doesn't fall.
Defy Danger (Con)
4, 2 + 1 = 7
Success with a worse outcome, hard bargain, or ugly choice.
GM
The dog's mouth loses its grip on the rope tying the two sleds together. He falls hard into your body and lets out a terrified howl that resounds in the darkness below. You're able to intercept him and get him so that his paws and mouth are able to hang onto the many ropes that bind the sleds.
However, in doing so, your own grip is compromised and you loose it. You fall to the end of the sled with the two goblins, barely hanging on to the last bit of rope and wood. There are no handholds to climb here. If you're going to get out of it, you'll need to find another way.
Saerie
As Otthor rescues the dog, I'm going to shout to Rawr. "Get up top, Rawr! Now!" I'm thinking that if he can get his weight off of the sleds and the two of us can get top-side, we can probably anchor things and keep the wolves from going over the precipice. He must weigh 350 to 400 lbs, if not more, so just getting that much weight off of things should help immensely. My weight, plus his, plus the two of us pulling the sled out might do the trick!
Is his Hobbled tag still a problem enough that he can't climb?
GM
He is pretty close to healed. Besides, the situation is so dire that adrenaline alone would allow him to make the climb if nothing else. He'll be able to make it no problem. But you need to go ahead and Defy Danger.
Saerie
Alright, given that the dog is stably holding onto the ropes of the sled, I'm going to use his furry body as hand-holds and to pull myself up top and over the edge.
So + 1 to Defy Danger but I can't get a 10 +.
Defy Danger (Str)
2, 4 + 0 (+ 1 dog) = 7
Whew. Good thing I went with the dog's Intervene!
Success with a worse outcome, hard bargain, or ugly choice.
GM
As you're cresting the top, your climbing over the dog loosens the grip of his muzzle on the rope. Further, in your efforts, the ties to your cornpurse that hold it tautly in place have been severed. You see them both begin to drop to the chasm below.
You can grab only one.
Sarie
I reach down and grab the dog by the scruff of his neck, pull him back to the rope that he had his muzzled wrapped around. When he is secure, I crest the top, listening closely for the sound of the coin purse hitting the bottom so that I might be able to discern how far down the drop is.
GM
Within about 3-4 seconds, you hear the sound of a sploosh as the coin purse meets a watery grave in a subterranean (freezing no doubt...but flowing) body of water.
Saerie
When I get to the top, I'm grabbing the harness and putting it firmly in Rawr's muzzle so that he can keep it from fully going over and maybe help pull the huge weight of the two wooden sleds and my companions. "Everything you have Rawr! PULL!"
I'm looking for a thick spot in the ice that I can drive a piton into it to anchor a rope in.
Discern Realities (Wis)
4, 5 + 2 = 11
3 questions and + 1 forward. The only one I'm interested in is:
What here is useful to me?
GM
The weight of you and Rawr off the sled helps immensely. The wolves' backward momentum is fully stopped once Rawr sets his might to the task of pulling the sleds up. The dog, Otthor, and the two goblins hang there precariously when the sleds begin to slowly...ever so slowly...inch forward.
You look around, the glaciers ice is thick almost everywhere you look. A piton driven down into it will hold.
Saerie
I grab the mountaineers gear that I found in the Remorhaz tunnel (so I'm spending that 1 Adventuring Gear). I drive a piton into the ice with a hammer and quickly knot a rope around it. When finished, I'm throwing it down to them.
Defy Danger (Int)
4, 1 + 1 (+ 1 DR) = 7
Success with a worse outcome, hard bargain, or ugly choice.
GM
Precious time. That is your complication.
You get it done as quickly as you can, but your hands are frozen and aching and you fumble for a moment getting the pitons out of your pack. The first knot doesn't hold perfectly and you have to redo it before you loop it over the head of the piton. You sprint to the edge and throw the rope over. What you find when you get to the edge and toss it over?Let's find out.
Both yourself and the goblins are in grave danger and at risk of dropping into the frozen, watery depths. What are you going to do about it Otthor?
Otthor
When I see Rawr and Saerie make it to the top and I feel the downward slide of the sleds end, I know deliverance is on its way. As we begin to slowly rise I can hear the grunts and gasps for breath. A look next to me reveals the goblin holding the sled by one hand and his brother in the other is struggling mightily. His mental and physical fortitude to hang on are failing. I let go with one hand knowing that it will likely cost me. Having a much longer reach than the goblin, I can grab his brother's furs. With my physical strength waning, I rely on my spirit and tenacity, hoping to inspire not only the goblin but myself. "Hang on! MMMMRPH! You're going to make it!"
Defy Danger (Cha)
4, 3 + 1 = 8
Success with a worse outcome, hard bargain, or ugly choice.
GM
The load off the goblin brother immediately invigorates him as his other hand firmly grasps the sled. Your heroic efforts and seeing his brother have to firm hand-holds on the sled instills further strength in him to survive.
The sled very, very slowly rises as the weight is still immense. Your fingers are growing so very weary. There is little chance that you can just hold on like this for the time it will take for the sled to rise to the top.
Otthor
With my extra weight off the sled, I know it will rise more quickly. If I fall, so be it.
Defy Danger (Str)
1, 1 - 1 = 1
Mark 1 xp
My strength is gone. Before my hands let go of their own volition, I shout to Saerie in elven. "Fear not for me. Carry on. I will find you. May gentle breezes guide you and sweet waters comfort you, my friend."
I let go.
GM
As you descend into the darkness, Saerie appears in the crack of light above with a dangling rope for the goblins. The dog crests the top and the whole of the sleds begin to ascend rapidly.
You plunge into icy water and are carried in a hard current over unforgiving rocks.
You take b[2d8] from the freezing cold and the rocks, no armor applies.
Otthor
8, 3. I take 8 damage.
GM
Saerie, all three goblins, all eight wolves, the sheepdog, and your steadfast bear Rawr are all accounted for. Everyone takes a moment, gasping for breath from the exertion and collecting themselves from the intensity of what just took place.
Earthmaw is within reach. Just a jaunt over a small stretch of glacial rises. The darkness that swallowed your friend lies below you and his words echo in your mind.
What are you doing?
Saerie
We share a brief moment similar to the shock that befell that Fellowship after Gandalf's fall in Moria. I help everyone up and give them time to catch their breath and let the adrenaline subside. I briefly glance at the ominous blizzard on our flank and then stare out at the fading rays of sunlight across the windswept tundra. Trusting my friend despite my pang of guilt, I simply say "...on to Earthmaw."
[/sblock]
In that way, I think it's different than the Fronts system from DW that you've described, but not all that different as it may first seem, I think. DW has a map representing a physical location, with a couple of detailed Fronts and then a bunch of blanks. My campaign could be similarly described....except that the "map" wouldn't be a physical location so much as story options.
Agreed. Generating a full hexcrawl/setting map with a metaplot vs "make a map with blanks" + "play to find out" + "generate a few Fronts that challenges the player's goals" is definitely not a different species. The devil is in the details of prep, system, and play (both procedures and outcome).