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General Tabletop Discussion
*TTRPGs General
Judgement calls vs "railroading"
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<blockquote data-quote="Campbell" data-source="post: 7060366" data-attributes="member: 16586"><p>[MENTION=42582]pemerton[/MENTION],</p><p></p><p>I think there are some substantive differences in approach, especially when we consider elements that are unique to the system, rather than just the GMing techniques. <ul> <li data-xf-list-type="ul">When MCing player intent never enters the picture and character intent seldom does. The Apocalypse World cares about what you do, not what you want.</li> <li data-xf-list-type="ul">Apocalypse World utilizes task resolution rather than conflict resolution for the most part.</li> <li data-xf-list-type="ul">The way moves tend to snowball resembles fail forward in effect, but differs in application.</li> <li data-xf-list-type="ul"> <strong>If you do it, you do it</strong> means that when a move applies you must roll the dice and accept the result. There is no saying yes or saying no. <strong>Always say what the rules demand.</strong></li> <li data-xf-list-type="ul">There is no stake setting. You follow the fiction and make a move that fits. </li> <li data-xf-list-type="ul">Prep has a say in a way it does not in Burning Wheel and Cortex+ where it is all in potentia. <strong>Always say what your prep demands.</strong> It's a very particular sort of prep with room for gaps though.</li> </ul><p></p><p>When I'm running Apocalypse World, Monsterhearts, or Masks I tend to follow things pretty strictly. Dungeon World is looser in its demands. When I adopt their techniques to other games I tend to focus on the more transferrable principles and adopt them to the game. If I ever find anyone willing to play Burning Wheel I'm probably going to run it fairly strict. It's a lot easier to print off some playbooks, grab some people, and get gaming in 5 minutes.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7060366, member: 16586"] [MENTION=42582]pemerton[/MENTION], I think there are some substantive differences in approach, especially when we consider elements that are unique to the system, rather than just the GMing techniques. [LIST] [*]When MCing player intent never enters the picture and character intent seldom does. The Apocalypse World cares about what you do, not what you want. [*]Apocalypse World utilizes task resolution rather than conflict resolution for the most part. [*]The way moves tend to snowball resembles fail forward in effect, but differs in application. [*] [B]If you do it, you do it[/B] means that when a move applies you must roll the dice and accept the result. There is no saying yes or saying no. [B]Always say what the rules demand.[/B] [*]There is no stake setting. You follow the fiction and make a move that fits. [*]Prep has a say in a way it does not in Burning Wheel and Cortex+ where it is all in potentia. [B]Always say what your prep demands.[/B] It's a very particular sort of prep with room for gaps though. [/LIST] When I'm running Apocalypse World, Monsterhearts, or Masks I tend to follow things pretty strictly. Dungeon World is looser in its demands. When I adopt their techniques to other games I tend to focus on the more transferrable principles and adopt them to the game. If I ever find anyone willing to play Burning Wheel I'm probably going to run it fairly strict. It's a lot easier to print off some playbooks, grab some people, and get gaming in 5 minutes. [/QUOTE]
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