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Of Mooks, Plot Armor, and ttRPGs
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8962962" data-attributes="member: 82106"><p>I'm hesitant to delve into this too deeply as I'm not sure I entirely understand. Dungeon World, for example, has no 'difficulty ratings', there are modifiers, so you your fighter will do STR based stuff with greater narrative impact than INT based stuff, presumably. However, the play loop is described as 'start and end with the fiction', so contrary to your 1, 2, and 3 above it looks more like:</p><p></p><p>0. Situation is established (this may already be established, or the GM may need to do something here).</p><p>1. The player describes, in fictional terms, what they are attempting to accomplish.</p><p>2. The GM decides if this is a 'move', and if so the mechanical part of the appropriate move is resolved (dice get thrown).</p><p>3. Depending on whether or not the move is successful, the GM will say what happens next (bad thing) or the player's declared action will go forward successfully, and the GM may get to describe some complication/trouble, or the player may need to choose between costs.</p><p></p><p>Once 3 happens, then things go back to either 1, if the situation is still ongoing in this scene, or 0 if some further impetus is required (either a complete reframing by the GM, or a simple GM move or question directed at a character). Frankly I would read the Stonetop rules, though they are a draft they are worded a bit more clearly in terms of relating matters to the above process (though DW and I'm sure AW etc. all do a pretty good job).</p><p></p><p>What I wonder about is if your apparent separating out of the 'rules part' and the 'fiction part' is really the best approach. This is basically how D&D combat generally works in most games, people invoke character abilities, make attacks, etc. and do all the 'dice stuff' AND THEN retroactively introduce some fiction, which is sadly elided in probably a majority of cases. I mean, OK, long combats filled with lots and lots of dice rolls with fiction that is pretty lackluster (I swing my sword) doesn't prove really rewarding to the DW-like kind of approach perhaps, but maybe the conclusion should be that DW does it better than D&D! </p><p></p><p>But I feel like I might be missing some part of what you are trying to say, or perhaps this post represents a less fully-formed position. I'm interested to hear.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8962962, member: 82106"] I'm hesitant to delve into this too deeply as I'm not sure I entirely understand. Dungeon World, for example, has no 'difficulty ratings', there are modifiers, so you your fighter will do STR based stuff with greater narrative impact than INT based stuff, presumably. However, the play loop is described as 'start and end with the fiction', so contrary to your 1, 2, and 3 above it looks more like: 0. Situation is established (this may already be established, or the GM may need to do something here). 1. The player describes, in fictional terms, what they are attempting to accomplish. 2. The GM decides if this is a 'move', and if so the mechanical part of the appropriate move is resolved (dice get thrown). 3. Depending on whether or not the move is successful, the GM will say what happens next (bad thing) or the player's declared action will go forward successfully, and the GM may get to describe some complication/trouble, or the player may need to choose between costs. Once 3 happens, then things go back to either 1, if the situation is still ongoing in this scene, or 0 if some further impetus is required (either a complete reframing by the GM, or a simple GM move or question directed at a character). Frankly I would read the Stonetop rules, though they are a draft they are worded a bit more clearly in terms of relating matters to the above process (though DW and I'm sure AW etc. all do a pretty good job). What I wonder about is if your apparent separating out of the 'rules part' and the 'fiction part' is really the best approach. This is basically how D&D combat generally works in most games, people invoke character abilities, make attacks, etc. and do all the 'dice stuff' AND THEN retroactively introduce some fiction, which is sadly elided in probably a majority of cases. I mean, OK, long combats filled with lots and lots of dice rolls with fiction that is pretty lackluster (I swing my sword) doesn't prove really rewarding to the DW-like kind of approach perhaps, but maybe the conclusion should be that DW does it better than D&D! But I feel like I might be missing some part of what you are trying to say, or perhaps this post represents a less fully-formed position. I'm interested to hear. [/QUOTE]
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