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Not a Conspiracy Theory: Moving Toward Better Criticism in RPGs
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<blockquote data-quote="Manbearcat" data-source="post: 8944128" data-attributes="member: 6696971"><p>Orthodox Dungeon World is definitely as Story Now as it gets. Fronts in DW are basically indistinguishable from 1e AW Fronts. 2e AW eschews Fronts and instead uses Threat Map dynamics (but with Dangers/Impulses etc...so most all of the 1e tech). On the whole, the two approaches are not terribly different (its mostly just organizing in subtly different ways the same information that you'll be using to make moves). DW Fronts entail:</p><p></p><p>* ...threats to the characters specifically and to the people, places, and things the characters care about.</p><p></p><p>* When you write your campaign front, think about session-to-session trends. When you write your adventure fronts, think about what’s important right here and right now.</p><p></p><p>* <When to make Fronts?> <em>after </em>your first session. Your campaign front may not be complete when you first make it—that’s great! Just like blanks on a map, unknown parts of your campaign front are opportunities for future creativity.</p><p></p><p>* ...all the tools you’ll need to challenge your players.</p><p></p><p>* 2-3 Dangers with Impulses, Grim Portents and Dooms, Stakes Questions, and a relevant cast that will emerge in the course of play.</p><p></p><p></p><p>And just like in AW, all of this engages the same Agenda and Principles (which is mostly the same) and orbits around PC relationships (hx in AW but bonds in DW) and ethos statements/playbook triggers.</p><p></p><p>Threats in Stonetop are just Fronts in DW/AW1e. Operationally, these all entail the same ethos and structure. Wait until after the first session when things emerge through play and you've framed and resolved some scenes around the PC built ethos/relationship material of the characters. Let stuff percolate/accrete. Follow your players' lead about what is interesting/important and then use that stuff to challenge your players by threatening the characters and what they care about. Resolve > Rinse/Repeat.</p><p></p><p>The primary difference with Stonetop is (a) the Homefront phase (which is kind of like Dogs in the Vineyard's Towns) and (b) the fact that the Seasons Change moves generate Opportunities and Threats (the first move you make in Stonetop is Spring Bursts Forth...this generates Threat or Opportunity or Both).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8944128, member: 6696971"] Orthodox Dungeon World is definitely as Story Now as it gets. Fronts in DW are basically indistinguishable from 1e AW Fronts. 2e AW eschews Fronts and instead uses Threat Map dynamics (but with Dangers/Impulses etc...so most all of the 1e tech). On the whole, the two approaches are not terribly different (its mostly just organizing in subtly different ways the same information that you'll be using to make moves). DW Fronts entail: * ...threats to the characters specifically and to the people, places, and things the characters care about. * When you write your campaign front, think about session-to-session trends. When you write your adventure fronts, think about what’s important right here and right now. * <When to make Fronts?> [I]after [/I]your first session. Your campaign front may not be complete when you first make it—that’s great! Just like blanks on a map, unknown parts of your campaign front are opportunities for future creativity. * ...all the tools you’ll need to challenge your players. * 2-3 Dangers with Impulses, Grim Portents and Dooms, Stakes Questions, and a relevant cast that will emerge in the course of play. And just like in AW, all of this engages the same Agenda and Principles (which is mostly the same) and orbits around PC relationships (hx in AW but bonds in DW) and ethos statements/playbook triggers. Threats in Stonetop are just Fronts in DW/AW1e. Operationally, these all entail the same ethos and structure. Wait until after the first session when things emerge through play and you've framed and resolved some scenes around the PC built ethos/relationship material of the characters. Let stuff percolate/accrete. Follow your players' lead about what is interesting/important and then use that stuff to challenge your players by threatening the characters and what they care about. Resolve > Rinse/Repeat. The primary difference with Stonetop is (a) the Homefront phase (which is kind of like Dogs in the Vineyard's Towns) and (b) the fact that the Seasons Change moves generate Opportunities and Threats (the first move you make in Stonetop is Spring Bursts Forth...this generates Threat or Opportunity or Both). [/QUOTE]
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