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Judgement calls vs "railroading"
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<blockquote data-quote="Manbearcat" data-source="post: 7073466" data-attributes="member: 6696971"><p>Another huge one for you in BW would be:</p><p> </p><p>* If the GM frames the player into a scene or resolves the fiction post-resolution in a way that violates a PC <em><strong>Instinct</strong></em>, the player can tell (and either they or another player is supposed to let the GM know).</p><p> </p><p>Beyond the fundamental Agenda and GMing principles that would have to be entirely remapped in order to morph 5e into DW, the sheer systemization of the change would be overwhelming (starting with the two you mention):</p><p> </p><p>1) The system maths would need to be rejiggered to ensure that roughly 2/3 of all outcomes are Success with a Cost/Worse Outcome/Hard Bargain/Ugly Choice. Then you would need very precise instruction, principles, and constraints on resolution of those costs/worse outcomes/hard bargains/ugly choices. This, of course is the fundamental lifeblood of the DW experience.</p><p></p><p>2) Spellcasting would require the same “Move” resolution as everything else in the system.</p><p></p><p>3) Non-spellcasters would need to have their non-combat capabilities increased considerably and spellcasters would need to have their suite of spells and spells available contracted considerably.</p><p></p><p>4) Initiative, turn-based combat, action economy would have to be gutted.</p><p></p><p>5) System interactions would have to be stripped down dramatically or encounter budgeting would have to actually reliably work (even though there is no such thing in DW, its lack of complexity and lack of 2nd/3rd order interactions ensures that the GM can trivially intuit the threat level of whatever obstacles/adversaries are thrown at PCs).</p><p></p><p>6) There would need to be several different abstract resources put in place that are integrated directly into the player agency/move cost dynamic (eg Ammo, Adventuring Gear, Rations, Bag of Books, Salves/Bandages, etc etc).</p><p></p><p>7) The nature of equipment/damage/tags (weapon, armor, range, injuries through debilities) would have to be integrated and the old model thrown out entirely.</p><p> </p><p>This may not even handle half of the problems. You know what, just forget it. As I get deeper and deeper down this rabbit hole, its impossible enough to be utterly not a worth the effort.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7073466, member: 6696971"] Another huge one for you in BW would be: * If the GM frames the player into a scene or resolves the fiction post-resolution in a way that violates a PC [I][B]Instinct[/B][/I], the player can tell (and either they or another player is supposed to let the GM know). Beyond the fundamental Agenda and GMing principles that would have to be entirely remapped in order to morph 5e into DW, the sheer systemization of the change would be overwhelming (starting with the two you mention): 1) The system maths would need to be rejiggered to ensure that roughly 2/3 of all outcomes are Success with a Cost/Worse Outcome/Hard Bargain/Ugly Choice. Then you would need very precise instruction, principles, and constraints on resolution of those costs/worse outcomes/hard bargains/ugly choices. This, of course is the fundamental lifeblood of the DW experience. 2) Spellcasting would require the same “Move” resolution as everything else in the system. 3) Non-spellcasters would need to have their non-combat capabilities increased considerably and spellcasters would need to have their suite of spells and spells available contracted considerably. 4) Initiative, turn-based combat, action economy would have to be gutted. 5) System interactions would have to be stripped down dramatically or encounter budgeting would have to actually reliably work (even though there is no such thing in DW, its lack of complexity and lack of 2nd/3rd order interactions ensures that the GM can trivially intuit the threat level of whatever obstacles/adversaries are thrown at PCs). 6) There would need to be several different abstract resources put in place that are integrated directly into the player agency/move cost dynamic (eg Ammo, Adventuring Gear, Rations, Bag of Books, Salves/Bandages, etc etc). 7) The nature of equipment/damage/tags (weapon, armor, range, injuries through debilities) would have to be integrated and the old model thrown out entirely. This may not even handle half of the problems. You know what, just forget it. As I get deeper and deeper down this rabbit hole, its impossible enough to be utterly not a worth the effort. [/QUOTE]
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