Micah Sweet
Level Up & OSR Enthusiast
Do you think most folks are more ok with the playbooks and moves that constitute the visible actions that the rules allow in, say, PBtA games, but are baffled by the idea that the world they're playing in operates more or less like the real world in practice unless you make the point that, in this case, it doesn't? I simply don't agree.Do those things get shown to players?
In Dungeon World, the only things actually shown to players are that they need to have Bonds with stuff (typically, but not exclusively, other party members). That's it. Well, that and being told things like "if you want to use a move, talk about what you're doing, and if that's a move, it'll happen," but that's not really a thing "shown to" them IMO.
But, yes, they won't care about the concepts. The question is whether they will notice the practical action.
I'm of the opinion that simulation is particularly abstract as a gaming concept. It's a lovely ideal, and I don't at all fault its fans for being fans of it. (Believe it or not, I actually value a pretty good amount of simulation too! I just don't think that it is categorically more important than "a game that is fun to play as a game" or "experiencing a rich and satisfying story"). Gamism, of the three, is by far the most concrete, because it's...literally, "does it make a good game to play". Hence, that's the one I expect pretty much all of these highly casual players to care about to at least some degree.
They know it's a game (it's right there on the front page!)--so they're going to expect to do gaming, and they're going to expect to have fun, specifically BY gaming.
And in any case, I thought we were supposed to be against hidden rules that only the GM knows. Are narrative players not supposed to know how the game they're playing is supposed to work?
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