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Musing on the Nature of Character in RPGs
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<blockquote data-quote="darkbard" data-source="post: 8451328" data-attributes="member: 1282"><p>I'll chime into the conversation with this observation about our Dungeon Word game. The Quest Move and the Observe Deity's Pieties (a sort of custom subset Fate roll testing the Piety obligation of the former) are intrinsic to the identity of the Paladin, and thus to my character Alastor. The Quest Move is, by rules as written, a player fiat Move, but we altered this to put it to the test of any DW Move, the 2d6 + modifier roll.</p><p></p><p>Initially when we iterated some of those Moves, a 6- did not include gaining the benefit of the Move: the Hard Move was to deny some connection between the Deity and its Paladin or deny Alastor's ability to to enact his Deity's will in <em>this</em> particular phase of a Quest. This felt punishing over time (and particularly harsh considering the Move-as-fiat nature of the core design), and so I rewrote future iterations of these moves more in the "yes, and" mode of thought: the character gets their ability AND the GM makes a separate (though often directly related) Hard Move if warranted by the roll.</p><p></p><p>That have any bearing on folks' thoughts here?</p></blockquote><p></p>
[QUOTE="darkbard, post: 8451328, member: 1282"] I'll chime into the conversation with this observation about our Dungeon Word game. The Quest Move and the Observe Deity's Pieties (a sort of custom subset Fate roll testing the Piety obligation of the former) are intrinsic to the identity of the Paladin, and thus to my character Alastor. The Quest Move is, by rules as written, a player fiat Move, but we altered this to put it to the test of any DW Move, the 2d6 + modifier roll. Initially when we iterated some of those Moves, a 6- did not include gaining the benefit of the Move: the Hard Move was to deny some connection between the Deity and its Paladin or deny Alastor's ability to to enact his Deity's will in [I]this[/I] particular phase of a Quest. This felt punishing over time (and particularly harsh considering the Move-as-fiat nature of the core design), and so I rewrote future iterations of these moves more in the "yes, and" mode of thought: the character gets their ability AND the GM makes a separate (though often directly related) Hard Move if warranted by the roll. That have any bearing on folks' thoughts here? [/QUOTE]
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