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Judgement calls vs "railroading"
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<blockquote data-quote="hawkeyefan" data-source="post: 7073643" data-attributes="member: 6785785"><p>I think that it would be separate of the basic mechanical means of action resolution. So in 5E you may have the DM "steering" things by using his ability to establish DCs that are unknown to the players, or by simply saying that they failed or what have you. Such a method could be used to force the game in a certain direction. </p><p></p><p>For DW, not being familiar with the game first hand, it seems to me that the GM can determine story elements on the fly. The chasm from your play example...deciding what the complications are when a 7-9 roll is made is entirely within the GM's purview, correct? So the GM could just introduce elements he wanted in the game. So instead of your "Alienesque" situation in the crevasse with the goblins getting picked off by the monster....couldn't the GM introduce an entirely different scenario? Say, drow that have recently performed a raid on the surface world and have taken some kind of important NPC as hostage. </p><p></p><p>Is that not feasible in DW?</p><p></p><p></p><p></p><p></p><p>I don't think GM Force or illusionism or any of the other methods listed above must be protested. As I said earlier, I am advocating an approach to the game that would allow for any method to be used, depending on the circumstances. </p><p></p><p>However, I do enjoy allowing my players to have a lot of agency and leeway in determining how the story of the game takes shape....and those methods you listed above can at times get in the way of that. </p><p></p><p></p><p></p><p>I would think that creating "tension and drama" isn't really dependent on the mechanics, though, right? Isn't it more a question of the situation that has come up, and then the success or failure of the PCs in that given situation? </p><p></p><p>But as for your first point in this quote, I think you approach the game far more scientifically than I do....I don't use any of the encounter budget or encounter design or XP mechanics at all. I really don't find them all that useful, and I think they exist more for newer players who don't have lots of experience with this aspect of teh game. Longtime DMs, I feel, won't get much out of those mechanics at all, and are better simply designing encounters based on their judgment. </p><p></p><p></p><p></p><p></p><p>Thanks for sharing that, it kind of helps see how things play out in the system. I have to ask, mostly out of curiosity....is this a play by post game? The back and forth is very verbose and has an element of prose that I wouldn't expect at a table. </p><p></p><p></p><p></p><p>I just think that any dungeon or hexcrawl can be boiled down to some kind of flow chart. I think storylines can also be designed that way. In that sense, they are the same. Kind of an "if A, then B or C" and then "If B, then D or E or F"....that kind of thing. Hard to describe without a visual. </p><p></p><p></p><p></p><p></p><p>What does "Framing" entail? What about where the GM must determine the consequences of failure? You don't think that a GM could nudge things in the way that he would like in these ways?</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7073643, member: 6785785"] I think that it would be separate of the basic mechanical means of action resolution. So in 5E you may have the DM "steering" things by using his ability to establish DCs that are unknown to the players, or by simply saying that they failed or what have you. Such a method could be used to force the game in a certain direction. For DW, not being familiar with the game first hand, it seems to me that the GM can determine story elements on the fly. The chasm from your play example...deciding what the complications are when a 7-9 roll is made is entirely within the GM's purview, correct? So the GM could just introduce elements he wanted in the game. So instead of your "Alienesque" situation in the crevasse with the goblins getting picked off by the monster....couldn't the GM introduce an entirely different scenario? Say, drow that have recently performed a raid on the surface world and have taken some kind of important NPC as hostage. Is that not feasible in DW? I don't think GM Force or illusionism or any of the other methods listed above must be protested. As I said earlier, I am advocating an approach to the game that would allow for any method to be used, depending on the circumstances. However, I do enjoy allowing my players to have a lot of agency and leeway in determining how the story of the game takes shape....and those methods you listed above can at times get in the way of that. I would think that creating "tension and drama" isn't really dependent on the mechanics, though, right? Isn't it more a question of the situation that has come up, and then the success or failure of the PCs in that given situation? But as for your first point in this quote, I think you approach the game far more scientifically than I do....I don't use any of the encounter budget or encounter design or XP mechanics at all. I really don't find them all that useful, and I think they exist more for newer players who don't have lots of experience with this aspect of teh game. Longtime DMs, I feel, won't get much out of those mechanics at all, and are better simply designing encounters based on their judgment. Thanks for sharing that, it kind of helps see how things play out in the system. I have to ask, mostly out of curiosity....is this a play by post game? The back and forth is very verbose and has an element of prose that I wouldn't expect at a table. I just think that any dungeon or hexcrawl can be boiled down to some kind of flow chart. I think storylines can also be designed that way. In that sense, they are the same. Kind of an "if A, then B or C" and then "If B, then D or E or F"....that kind of thing. Hard to describe without a visual. What does "Framing" entail? What about where the GM must determine the consequences of failure? You don't think that a GM could nudge things in the way that he would like in these ways? [/QUOTE]
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