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<blockquote data-quote="NotAYakk" data-source="post: 8202956" data-attributes="member: 72555"><p>Oh, I'm not saying use DW for everything.</p><p></p><p>I'm saying a gamist system to advance world plotlines stolen from DW is fun and useful.</p><p></p><p>This gamist system <strong>isn't exposed to the PCs</strong>, but a game the DM plays with themselves.</p><p></p><p>The structure is just lovely as well; the way it forces you into player-facing things is awesome.</p><p></p><p>The BBEG isn't a BBEG, they are a Danger; what matters is how they present to the world, not what they are. (You go off and do the thing that they are <strong>as well</strong>).</p><p></p><p>As a danger, they have a <strong>Doom</strong> -- what happens if they succeed. You want this to not be "game over" always; this ensures player agency -- they can just ignore the danger! Then the doom happens!</p><p></p><p>The grim portents are player facing. What happens in the world that gives signs of the incoming doom? By framing them this way, you aren't saying "the players find X" or "they defeat a dragon who is their ally". They are moves by the bad guy, not events scripted for player involvement.</p><p></p><p>Players can engage, or not. If not, they happen. If the players are in the wrong spot and can't stop it from happening, it happens. If they are in the right spot, they experience it first hand or can stop it. Cool!</p><p></p><p>This lets you structure the adventure in a way that doesn't railroad. The players can ignore everything you set up, and you can scrap it or make it keep happening. They might fall in love with one subplot and explore it, letting the other stuff just roll forward, and your world lives and breathes. Then the other subplot touches something they care about, and instead of coming out of nowhere there was all of this foreshadowing built in!</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8202956, member: 72555"] Oh, I'm not saying use DW for everything. I'm saying a gamist system to advance world plotlines stolen from DW is fun and useful. This gamist system [b]isn't exposed to the PCs[/b], but a game the DM plays with themselves. The structure is just lovely as well; the way it forces you into player-facing things is awesome. The BBEG isn't a BBEG, they are a Danger; what matters is how they present to the world, not what they are. (You go off and do the thing that they are [b]as well[/b]). As a danger, they have a [b]Doom[/b] -- what happens if they succeed. You want this to not be "game over" always; this ensures player agency -- they can just ignore the danger! Then the doom happens! The grim portents are player facing. What happens in the world that gives signs of the incoming doom? By framing them this way, you aren't saying "the players find X" or "they defeat a dragon who is their ally". They are moves by the bad guy, not events scripted for player involvement. Players can engage, or not. If not, they happen. If the players are in the wrong spot and can't stop it from happening, it happens. If they are in the right spot, they experience it first hand or can stop it. Cool! This lets you structure the adventure in a way that doesn't railroad. The players can ignore everything you set up, and you can scrap it or make it keep happening. They might fall in love with one subplot and explore it, letting the other stuff just roll forward, and your world lives and breathes. Then the other subplot touches something they care about, and instead of coming out of nowhere there was all of this foreshadowing built in! [/QUOTE]
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