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<blockquote data-quote="AbdulAlhazred" data-source="post: 8291301" data-attributes="member: 82106"><p>No argument here, those are all things that players might DO/considerations they might deal with in order to control what happens in the next scene, and consequently where things go. OTOH those are not what DW really seems to be ABOUT. I mean, it isn't about "getting to decide what happens next" it is about seeing what happens next. So, for example, I wouldn't see much point in playing a DW character in a way that was contrary to the PC's established personality/values in order to achieve some 'hold' or preserve a bit of gear so you can use it in the next scene. I mean, perhaps that might be the crux of a 'hard choice' within the game, but as just an ordinary practice that you would consider 'skilled' I wouldn't think of that as falling within DW's definition of 'skill', because the game seems so much ABOUT the characters and what story emerges from who they are, rather than emerging from how they optimize their inventory! So, to me, 'skill' is playing in character well. All those other things are there to potentially put pressure on that.</p><p></p><p>I think also that most of the people I've run games for/played with are OLD! I mean people who started playing RPGs in the 1970's, or early 80's at most. We tend to approach games in a fairly "been there, done that" kind of way, I guess. I mean, when I was playing my 5e dwarf wizard I was trying to build an empire/domain. I just decided that was what this PC wanted to do (he had his reasons based on his background). This is pretty routine though, did it back in '83, might do it again in a year or two, who knows? So, yeah, the character maybe is pretty gung-ho, but I'm just finding out whatever happens. If the DM says "Oh, look I have this thing over here we can run." that's good. Whatever. I don't have to create a whole bunch of space in the narrative for my PC to decide to do that or something else. In DW, we do the thing. If there's a front that has a doom related to 'the steading', well gosh there we go! I didn't need to carve out some narrative space to decide what I was going to do, its on a plate right there, in front of me. </p><p></p><p>Maybe this is just me. I'm not a fiercely competitive player, certainly not at this point after 40 years and more of playing RPGs.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8291301, member: 82106"] No argument here, those are all things that players might DO/considerations they might deal with in order to control what happens in the next scene, and consequently where things go. OTOH those are not what DW really seems to be ABOUT. I mean, it isn't about "getting to decide what happens next" it is about seeing what happens next. So, for example, I wouldn't see much point in playing a DW character in a way that was contrary to the PC's established personality/values in order to achieve some 'hold' or preserve a bit of gear so you can use it in the next scene. I mean, perhaps that might be the crux of a 'hard choice' within the game, but as just an ordinary practice that you would consider 'skilled' I wouldn't think of that as falling within DW's definition of 'skill', because the game seems so much ABOUT the characters and what story emerges from who they are, rather than emerging from how they optimize their inventory! So, to me, 'skill' is playing in character well. All those other things are there to potentially put pressure on that. I think also that most of the people I've run games for/played with are OLD! I mean people who started playing RPGs in the 1970's, or early 80's at most. We tend to approach games in a fairly "been there, done that" kind of way, I guess. I mean, when I was playing my 5e dwarf wizard I was trying to build an empire/domain. I just decided that was what this PC wanted to do (he had his reasons based on his background). This is pretty routine though, did it back in '83, might do it again in a year or two, who knows? So, yeah, the character maybe is pretty gung-ho, but I'm just finding out whatever happens. If the DM says "Oh, look I have this thing over here we can run." that's good. Whatever. I don't have to create a whole bunch of space in the narrative for my PC to decide to do that or something else. In DW, we do the thing. If there's a front that has a doom related to 'the steading', well gosh there we go! I didn't need to carve out some narrative space to decide what I was going to do, its on a plate right there, in front of me. Maybe this is just me. I'm not a fiercely competitive player, certainly not at this point after 40 years and more of playing RPGs. [/QUOTE]
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