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On Skilled Play: D&D as a Game
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<blockquote data-quote="Manbearcat" data-source="post: 8290921" data-attributes="member: 6696971"><p>I definitely agree with this. I do think we should keep the "Gygaxian" appended to "Skilled Play" for when we talk specifically about that skillset and its impact on play.</p><p></p><p></p><p></p><p>This I don't agree with and, quite honestly, [USER=82106]@AbdulAlhazred[/USER] 's commentary on this subject has me completely bewildered as to what is happening at his table to have him push his chips "all in" on this position (a position I can't find the least bit substantive evidence for in the text and certainly not in my running of the game).</p><p></p><p>I mentioned upthread how sensitive the trajectory of play is to the 7-9 result (by design). Consequently, managing the move-space prior to a move such that you can winnow the potential consequences/costs/fallout before declaring an act is a huge part of playing skillfully. Then managing the decision-points (including answering GM questions) inherent to Costs and Complications is a huge part of playing skillfully. Skill in manipulating/managing this game of Spinning Plates (which includes martialing and managing limited resources to curtail certain fallout and to open up the move-space for your PC or Team PC broadly) is a huge part of play.</p><p></p><p>How resource management plays into this is no "small potatoes:"</p><p></p><p>* Do you spend your dwindling Adventuring Gear to open up the move-space (to make a move that otherwise wouldn't be available to you) or amplify a presently available move in a snowballing scenario here...or save it for a future scenario where the stakes are increased (which may not emerge)?</p><p></p><p>* Do you spend your Bag of Books to augment your Spout Lore move in a snowballing scenario where you need at least something interesting if not something both interesting and useful to change the trajectory of the conflict?</p><p></p><p>* Spend your lone Healing Potion to get rid of a pressing Debility that is haranguing your "big guns" moves or save it for when you desperately need the 10 HP NOW in a later situation (or vice versa)?</p><p></p><p>* If you're a Paladin swearing an oath on an Ancient Blue Dragon Slaying quest and you have 2 Boons and one of them is invulnerability to x, do you make that x Dragon Fear, Lightning, or Toothy Maw?</p><p></p><p>* If you're a Wizard and you have an absolutely crucial Protective Counterspell move you're making to save an allied PC or Cohort...what spell do you stake?...and what about the decisions prior to that in managing 7-9 complications - accepting Danger vs -1 ongoing Spellcasting vs Losing the Spell which will winnow you're already, certainly compared to Classic D&D, small pool of spells available for subsequent moves and for Counterspelling?</p><p></p><p>* And if you're Defending as a Fighter or a Paladin, managing your Hold is hugely consequential on play.</p><p></p><p>* And if you're a Druid, managing your Hold for moves is also hugely consequential on play.</p><p></p><p>* And if I have a Messy Complication that will cost me my Scale Armor or an ongoing Debility in my primary attribute...which do I choose?</p><p></p><p>* And if I spend Coin on Adventuring Gear and Ammo, or if I spend Coin on this Wizard Ritual to enchant my shield, I now can't hire this Guide or this Porter or this Man-at-Arms.</p><p></p><p>* And if I'm surrounded by 4 bad guys and I get a 10+ on Hack and Slash, do I take the extra +1d6 damage to eat the counterattack (HPs as a resource here) so I can get 1d10 and +1d6 on a big cleaving attack on each of them to potentially take them all out (is the risk vs the reward)?</p><p></p><p>* And which question do I ask in my 7-9 Discern Realities (where I get 1 Hold and +1 forward when acting on the answers) to best ensure I open up the movespace for me or my team and then amplify that movespace with the +1 forward.</p><p></p><p>* How do you spend your Choose 2/1 on Perilous Journey moves/roles (eg, if you're a Scout do you preemptively spend it to get the jump on a Danger that may or may not manifest as a result of the downstream Navigate move?)?</p><p></p><p></p><p>I can go on and on and on with the cognitive overhead management that is extremely consequential in constraining GM Complication/Cost framing, opening up your own or your team's move-space, and managing the array of Complications/Costs that come at you when the "Spinning Plates" aspect of play goes full-throated (which includes martialing resources or managing limited resources with considerations for now, downstream, risk/reward, stakes and sunk cost).</p><p></p><p></p><p></p><p>On this I would say that Dungeon World Skilled Play looks like this in terms of breakdown:</p><p></p><p>BLADES IN THE DARK: 65 %</p><p>BW/DOGS: 30 %</p><p>GYGAXIAN: 5 %</p><p></p><p>Why 2/3 Blades? </p><p></p><p>Because managing Costs/Complications and managing the move-space/stakes (the ability to trigger moves and negotiating Position and Effect basically) and martialing/managing resources within the scope of that process is paramount in both games.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8290921, member: 6696971"] I definitely agree with this. I do think we should keep the "Gygaxian" appended to "Skilled Play" for when we talk specifically about that skillset and its impact on play. This I don't agree with and, quite honestly, [USER=82106]@AbdulAlhazred[/USER] 's commentary on this subject has me completely bewildered as to what is happening at his table to have him push his chips "all in" on this position (a position I can't find the least bit substantive evidence for in the text and certainly not in my running of the game). I mentioned upthread how sensitive the trajectory of play is to the 7-9 result (by design). Consequently, managing the move-space prior to a move such that you can winnow the potential consequences/costs/fallout before declaring an act is a huge part of playing skillfully. Then managing the decision-points (including answering GM questions) inherent to Costs and Complications is a huge part of playing skillfully. Skill in manipulating/managing this game of Spinning Plates (which includes martialing and managing limited resources to curtail certain fallout and to open up the move-space for your PC or Team PC broadly) is a huge part of play. How resource management plays into this is no "small potatoes:" * Do you spend your dwindling Adventuring Gear to open up the move-space (to make a move that otherwise wouldn't be available to you) or amplify a presently available move in a snowballing scenario here...or save it for a future scenario where the stakes are increased (which may not emerge)? * Do you spend your Bag of Books to augment your Spout Lore move in a snowballing scenario where you need at least something interesting if not something both interesting and useful to change the trajectory of the conflict? * Spend your lone Healing Potion to get rid of a pressing Debility that is haranguing your "big guns" moves or save it for when you desperately need the 10 HP NOW in a later situation (or vice versa)? * If you're a Paladin swearing an oath on an Ancient Blue Dragon Slaying quest and you have 2 Boons and one of them is invulnerability to x, do you make that x Dragon Fear, Lightning, or Toothy Maw? * If you're a Wizard and you have an absolutely crucial Protective Counterspell move you're making to save an allied PC or Cohort...what spell do you stake?...and what about the decisions prior to that in managing 7-9 complications - accepting Danger vs -1 ongoing Spellcasting vs Losing the Spell which will winnow you're already, certainly compared to Classic D&D, small pool of spells available for subsequent moves and for Counterspelling? * And if you're Defending as a Fighter or a Paladin, managing your Hold is hugely consequential on play. * And if you're a Druid, managing your Hold for moves is also hugely consequential on play. * And if I have a Messy Complication that will cost me my Scale Armor or an ongoing Debility in my primary attribute...which do I choose? * And if I spend Coin on Adventuring Gear and Ammo, or if I spend Coin on this Wizard Ritual to enchant my shield, I now can't hire this Guide or this Porter or this Man-at-Arms. * And if I'm surrounded by 4 bad guys and I get a 10+ on Hack and Slash, do I take the extra +1d6 damage to eat the counterattack (HPs as a resource here) so I can get 1d10 and +1d6 on a big cleaving attack on each of them to potentially take them all out (is the risk vs the reward)? * And which question do I ask in my 7-9 Discern Realities (where I get 1 Hold and +1 forward when acting on the answers) to best ensure I open up the movespace for me or my team and then amplify that movespace with the +1 forward. * How do you spend your Choose 2/1 on Perilous Journey moves/roles (eg, if you're a Scout do you preemptively spend it to get the jump on a Danger that may or may not manifest as a result of the downstream Navigate move?)? I can go on and on and on with the cognitive overhead management that is extremely consequential in constraining GM Complication/Cost framing, opening up your own or your team's move-space, and managing the array of Complications/Costs that come at you when the "Spinning Plates" aspect of play goes full-throated (which includes martialing resources or managing limited resources with considerations for now, downstream, risk/reward, stakes and sunk cost). On this I would say that Dungeon World Skilled Play looks like this in terms of breakdown: BLADES IN THE DARK: 65 % BW/DOGS: 30 % GYGAXIAN: 5 % Why 2/3 Blades? Because managing Costs/Complications and managing the move-space/stakes (the ability to trigger moves and negotiating Position and Effect basically) and martialing/managing resources within the scope of that process is paramount in both games. [/QUOTE]
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