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<blockquote data-quote="AbdulAlhazred" data-source="post: 9216519" data-attributes="member: 82106"><p>Well, let's look at it through a trad lens and a Story Now lens...</p><p></p><p>In trad play, 5e say, we're relying on GM curated scenario with the details of, let us say, the Inn and surrounding milieu. Whatever threats the GM comes up with can be engaged. There's no built-in mechanism for the players to negotiate that. Now, that's not to say it's not negotiable. 5e does have things that can act as signals. Alignment, background, BIFTs generally, class, and informal backstory all do this. Inspiration and creative disciplined use of XP could reinforce this.</p><p></p><p>There are issues though, all of this relies exclusively on experience and table culture. Rules based incentives can be perverse, like XP being primarily tied to combat, the nature of task resolution, and a general lack of alignment between resource and resolution mechanics with this style of play.</p><p></p><p>Pitfalls I would expect would include a general lack of tight focus on the theme and a tendency to get bogged down in less relevant scenes and detail.</p><p></p><p>Now imagine the Dungeon World version. First of all, there's no existing milieu/setting to break focus. Session zero will establish the inn and its defense, plus an immediate threat. PC design is focused on this like a laser. You are The Fighter, lawful good, with an alignment statement like 'stand up for society against the darkness' and maybe a bond with The Halfling 'he is headed for a bad end, I must save him from himself!'. </p><p></p><p>The game's resource system is helpful, the entire shared fiction responsibility and 'snowballing dynamics' keeps the game focused on the theme and moving forward as desired. It just works! Once the PCs have surpassed this initial stage the infrastructure of fronts and threats will usher it smoothly on to further adventures in the same vein.</p><p></p><p>So, I would generally prefer DW over 5e for this kind of play, though the right GM and players might pull off a similar game using 5e, but the odds are against it working as well.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9216519, member: 82106"] Well, let's look at it through a trad lens and a Story Now lens... In trad play, 5e say, we're relying on GM curated scenario with the details of, let us say, the Inn and surrounding milieu. Whatever threats the GM comes up with can be engaged. There's no built-in mechanism for the players to negotiate that. Now, that's not to say it's not negotiable. 5e does have things that can act as signals. Alignment, background, BIFTs generally, class, and informal backstory all do this. Inspiration and creative disciplined use of XP could reinforce this. There are issues though, all of this relies exclusively on experience and table culture. Rules based incentives can be perverse, like XP being primarily tied to combat, the nature of task resolution, and a general lack of alignment between resource and resolution mechanics with this style of play. Pitfalls I would expect would include a general lack of tight focus on the theme and a tendency to get bogged down in less relevant scenes and detail. Now imagine the Dungeon World version. First of all, there's no existing milieu/setting to break focus. Session zero will establish the inn and its defense, plus an immediate threat. PC design is focused on this like a laser. You are The Fighter, lawful good, with an alignment statement like 'stand up for society against the darkness' and maybe a bond with The Halfling 'he is headed for a bad end, I must save him from himself!'. The game's resource system is helpful, the entire shared fiction responsibility and 'snowballing dynamics' keeps the game focused on the theme and moving forward as desired. It just works! Once the PCs have surpassed this initial stage the infrastructure of fronts and threats will usher it smoothly on to further adventures in the same vein. So, I would generally prefer DW over 5e for this kind of play, though the right GM and players might pull off a similar game using 5e, but the odds are against it working as well. [/QUOTE]
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