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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="zakael19" data-source="post: 9661346" data-attributes="member: 7044099"><p>Two examples of play:</p><p></p><p>Running the excellent dungeon crawl "Winter's Daughter" for a group. I am running entirely per map&key notes, acting as an impartial referee per the procedures of OSE. The dungeon is full of context clues, Landmark/Hidden/Secret design philosophy environments ready for the players to poke, and traps. One of these is a giant silver mirror, facing a stairway. Plenty of clues across the dungeon, space to sidle behind it (or a variety of other possibilities), <em>but</em> if the players walk directly in front of it such that their reflection is caught, they must make a Save vs Paralyzed (or Doom or something, there's like 3 different iterations of the module for OSE/Dolmenwood/5e). One of the players, after doing some back and forth questioning on their turn, opts to walk in front of the mirror. I prompt for a save. They fail, and are paralyzed.</p><p></p><p>Is their agency harmed by their actions triggering a trap?</p><p></p><p>Running Stonetop, the Judge is pursuing a goal: find the remains of the ghostly Quiet Twins to lay them to rest. We know the veil between the living world and the Dead is thin in the area of the Crossroads near to town, he has further done a Know Things where I've referred to the setting guide and told him Something Useful per it about how to open a door, and shown him the Custom Move which along with what you can get, also shows the potential downsides (including something of Undeath comes through and makes things difficult). He goes out to the Crossroads, does a ritual to open Death's Door a crack and the twins manifest (a roll of the custom move: 7-9, a complication occurs: I give him a choice of something or an Undead coming through). He has a moment to talk with the twins, they shape a needle out of the remains of the vessel the corrupted spirit which drowned them ages ago was inhabiting before the Judge purged it. Then they flee in terror before a Dool Spirit, something which has never lived.</p><p></p><p>One of its moves is "Sense a victim's doubt and worries," so I ask him what it's sensing. He thinks for a second, and tells the table about how he's actually really worried that the town is turning on him because of how he's speaking up against the God Tor. I ask him what he does next, and he says he wants to strike at this thing; I <em>Set Conditions and Ask. </em>and use another of its Moves: "Manifest as the victim's fears (harmed only by one who has mastered their fear)" to say that as he strikes out the spirit melts into a crowd of faceless Stonetoppers jeering at him - and his fear is becoming overwhelming, what do you do? He says he calls upon his god to bolster him and his purpose (Defy Danger, Wis/Willpower); he succeeds and strikes out.</p><p></p><p>Was his agency harmed by calling forth his fears and making him confront them before he could take action?</p></blockquote><p></p>
[QUOTE="zakael19, post: 9661346, member: 7044099"] Two examples of play: Running the excellent dungeon crawl "Winter's Daughter" for a group. I am running entirely per map&key notes, acting as an impartial referee per the procedures of OSE. The dungeon is full of context clues, Landmark/Hidden/Secret design philosophy environments ready for the players to poke, and traps. One of these is a giant silver mirror, facing a stairway. Plenty of clues across the dungeon, space to sidle behind it (or a variety of other possibilities), [I]but[/I] if the players walk directly in front of it such that their reflection is caught, they must make a Save vs Paralyzed (or Doom or something, there's like 3 different iterations of the module for OSE/Dolmenwood/5e). One of the players, after doing some back and forth questioning on their turn, opts to walk in front of the mirror. I prompt for a save. They fail, and are paralyzed. Is their agency harmed by their actions triggering a trap? Running Stonetop, the Judge is pursuing a goal: find the remains of the ghostly Quiet Twins to lay them to rest. We know the veil between the living world and the Dead is thin in the area of the Crossroads near to town, he has further done a Know Things where I've referred to the setting guide and told him Something Useful per it about how to open a door, and shown him the Custom Move which along with what you can get, also shows the potential downsides (including something of Undeath comes through and makes things difficult). He goes out to the Crossroads, does a ritual to open Death's Door a crack and the twins manifest (a roll of the custom move: 7-9, a complication occurs: I give him a choice of something or an Undead coming through). He has a moment to talk with the twins, they shape a needle out of the remains of the vessel the corrupted spirit which drowned them ages ago was inhabiting before the Judge purged it. Then they flee in terror before a Dool Spirit, something which has never lived. One of its moves is "Sense a victim's doubt and worries," so I ask him what it's sensing. He thinks for a second, and tells the table about how he's actually really worried that the town is turning on him because of how he's speaking up against the God Tor. I ask him what he does next, and he says he wants to strike at this thing; I [I]Set Conditions and Ask. [/I]and use another of its Moves: "Manifest as the victim's fears (harmed only by one who has mastered their fear)" to say that as he strikes out the spirit melts into a crowd of faceless Stonetoppers jeering at him - and his fear is becoming overwhelming, what do you do? He says he calls upon his god to bolster him and his purpose (Defy Danger, Wis/Willpower); he succeeds and strikes out. Was his agency harmed by calling forth his fears and making him confront them before he could take action? [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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