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Judgement calls vs "railroading"
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<blockquote data-quote="Campbell" data-source="post: 7094698" data-attributes="member: 16586"><p>[MENTION=48965]Imaro[/MENTION]</p><p></p><p>Is it helpful to know that many groups run Dungeon World with an established setting? That there are adventure modules written for it? Is it helpful to know that our Blades in the Dark crew treats acquiring turf differently? That some players are all about The Devil's Bargain while others are not? That some Apocalypse World games use the battle moves while others do not? That principles can be actively prioritized in different ways? That we sometimes alter the principles? I know some people use Fiasco style setup for Monsterhearts to generate some of the initial fiction. When I ran Masks I did not use the default setting and went for something more X-Men like. One of the core features of Burning Wheel is the spokes on the wheel concept where you slowly bring in more advanced mechanics as fits your group or not. Some games run forever on just simple tests and bloody versus combat. Some use the detailed combat rules, but not Duel of Wits. Some do the reverse.</p><p></p><p>There's a fairly strong DIY mentality to the indie culture and we absolutely customize our games. We just tend to view doing so as hacking the game and hacks our encouraged. During my last Blades in the Dark session I advocated for harm because it made fictional sense to me. When I run Monsterhearts I often limit playbooks. When I ran 4e I did so by altering the rest structure and having very infrequent combat. I know [MENTION=6696971]Manbearcat[/MENTION] uses far more skill challenges than combat encounters.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7094698, member: 16586"] [MENTION=48965]Imaro[/MENTION] Is it helpful to know that many groups run Dungeon World with an established setting? That there are adventure modules written for it? Is it helpful to know that our Blades in the Dark crew treats acquiring turf differently? That some players are all about The Devil's Bargain while others are not? That some Apocalypse World games use the battle moves while others do not? That principles can be actively prioritized in different ways? That we sometimes alter the principles? I know some people use Fiasco style setup for Monsterhearts to generate some of the initial fiction. When I ran Masks I did not use the default setting and went for something more X-Men like. One of the core features of Burning Wheel is the spokes on the wheel concept where you slowly bring in more advanced mechanics as fits your group or not. Some games run forever on just simple tests and bloody versus combat. Some use the detailed combat rules, but not Duel of Wits. Some do the reverse. There's a fairly strong DIY mentality to the indie culture and we absolutely customize our games. We just tend to view doing so as hacking the game and hacks our encouraged. During my last Blades in the Dark session I advocated for harm because it made fictional sense to me. When I run Monsterhearts I often limit playbooks. When I ran 4e I did so by altering the rest structure and having very infrequent combat. I know [MENTION=6696971]Manbearcat[/MENTION] uses far more skill challenges than combat encounters. [/QUOTE]
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Community
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Judgement calls vs "railroading"
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