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General Tabletop Discussion
*TTRPGs General
Judgement calls vs "railroading"
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<blockquote data-quote="Nagol" data-source="post: 7075854" data-attributes="member: 23935"><p>Don't get me wrong. I like Dungeon World a lot. It's one of the systems I'll run when I want a more cinematic / scene framed games. It is just not as immune to DM force as you often present and that force can be at least as difficult to pick up on as Illusionism is in more outcome-based games like D&D. The power of the DM to pick the resultant moves that fit the narrative is central to the game and can be easily used by the DM to garner a particular play experience. This is beneficial when the DM is using it to maintain a genre convention. It is more problematic when the DM wants to take a game in a particular direction.</p><p></p><p></p><p>Your first example (copied below because the board doesn't do quotes in quotes) appears to be a great example of GM force moving resolution / scene framing towards a specific goal.</p><p></p><p>Saerie is attempting to win over the dog and outright fails. Which should presumably take the dog out of the scene as an ally/friend. A hard move of Harm is probably unwarranted considering the fiction, though not completely out of character for the animal type. A more typical move would be for the animal to snap at the person, grab the food, and hightail it leaving the two-leg to flounder in the snow. Instead, the move chosen a soft one: the introduction of a previously disclosed (but unconnected to the current scene) environmental hazard that is approaching, but does not require instant reaction (the herd is still far). So the failure -- which would be immutable as a hard move result -- is negated. The DM keeps the dog in play as a potential friend/ally and even signals the animal is still approachable through the description of body language and positioning. Sort of "You failed, but the universe is worse than you so try again".</p><p></p><p>One might begin to think the DM wants the dog befriended/rescued.</p></blockquote><p></p>
[QUOTE="Nagol, post: 7075854, member: 23935"] Don't get me wrong. I like Dungeon World a lot. It's one of the systems I'll run when I want a more cinematic / scene framed games. It is just not as immune to DM force as you often present and that force can be at least as difficult to pick up on as Illusionism is in more outcome-based games like D&D. The power of the DM to pick the resultant moves that fit the narrative is central to the game and can be easily used by the DM to garner a particular play experience. This is beneficial when the DM is using it to maintain a genre convention. It is more problematic when the DM wants to take a game in a particular direction. Your first example (copied below because the board doesn't do quotes in quotes) appears to be a great example of GM force moving resolution / scene framing towards a specific goal. Saerie is attempting to win over the dog and outright fails. Which should presumably take the dog out of the scene as an ally/friend. A hard move of Harm is probably unwarranted considering the fiction, though not completely out of character for the animal type. A more typical move would be for the animal to snap at the person, grab the food, and hightail it leaving the two-leg to flounder in the snow. Instead, the move chosen a soft one: the introduction of a previously disclosed (but unconnected to the current scene) environmental hazard that is approaching, but does not require instant reaction (the herd is still far). So the failure -- which would be immutable as a hard move result -- is negated. The DM keeps the dog in play as a potential friend/ally and even signals the animal is still approachable through the description of body language and positioning. Sort of "You failed, but the universe is worse than you so try again". One might begin to think the DM wants the dog befriended/rescued. [/QUOTE]
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