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QuestWorlds is coming—who else is hyped?
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<blockquote data-quote="PrunellaUK" data-source="post: 9589463" data-attributes="member: 7048285"><p>I feel that something that will trip up a lot of GMs is the low frequency of rolling. The Platonic ideal of QW is to roll only at key moments where the story might diverge in a substantive way. However, that's difficult if you've trained yourself (or been trained by other GMs) to have players roll on every single task and build a narrative from the herky-jerky string of successes and failures.</p><p></p><p>Part of what also adds to the GM's dilemma is that the game tries to encourage story branching on failed rolls. Are you as GM agile enough to handle this? In many ways it's similar to the related issue of the GM burning through QW stories at a faster rate than traditional TTRPGs.</p><p></p><p>In many games the GM can coast a little if they know that a battle will take up half a session, or a sequence of task rolls and discussions of strategies will similarly occupy the players' time for an hour of play. <em>QuestWorlds</em> really wants you as GM to get past that hurdle quickly and branch the story one way or the other. You have to be on your toes.</p></blockquote><p></p>
[QUOTE="PrunellaUK, post: 9589463, member: 7048285"] I feel that something that will trip up a lot of GMs is the low frequency of rolling. The Platonic ideal of QW is to roll only at key moments where the story might diverge in a substantive way. However, that's difficult if you've trained yourself (or been trained by other GMs) to have players roll on every single task and build a narrative from the herky-jerky string of successes and failures. Part of what also adds to the GM's dilemma is that the game tries to encourage story branching on failed rolls. Are you as GM agile enough to handle this? In many ways it's similar to the related issue of the GM burning through QW stories at a faster rate than traditional TTRPGs. In many games the GM can coast a little if they know that a battle will take up half a session, or a sequence of task rolls and discussions of strategies will similarly occupy the players' time for an hour of play. [I]QuestWorlds[/I] really wants you as GM to get past that hurdle quickly and branch the story one way or the other. You have to be on your toes. [/QUOTE]
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