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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="EzekielRaiden" data-source="post: 9707370" data-attributes="member: 6790260"><p>Well, the rules explicitly say that you have to start and end with the fiction. Over and over and over. It's....literally the explicit text. I'll be using Dungeon World, of course, but it's functionally equivalent to other PbtA games on this.</p><p></p><p>DW also includes things like "you have to do it to do it" and "if you do it, you do it", and specifically explains what those mean. Namely, "if you want an action to occur (like investigating a room for secret doors), that can only happen <em>if you actually describe the actions which would achieve that</em>"; it's <em>very</em> literally exactly what it says on the tin, you have to <em>do</em> the things you want to do in order to...do the things you want to do. And the second means "if you take these actions, then the consequences that are supposed to happen, happen".</p><p></p><p>Together, they are quite literally "rules are invoked if, and <em>only</em> if, the fiction establishes that they should be."</p><p></p><p>If people are throwing logic to the wind, it's exclusively because they feel like doing so. It's explicitly in contradiction with the rules, and (as you have no doubt read!) the GM is <em>supposed to follow the rules</em>. One of the GM Principles, for example, is "Make a move that follows", meaning, use mechanics specifically because they follow logically from the situation currently happening. This is explained in the text explicitly:</p><h4>Make a move that follows</h4><p></p><p>When you make a move what you’re actually doing is taking an element of the fiction and bringing it to bear against the characters. Your move should always follow from the fiction. They help you focus on one aspect of the current situation and do something interesting with it. What’s going on? What move makes sense here?</p><p></p><p>It is repeated again and again and again throughout the text that what matters, what <em>always</em> matters, is ensuring things make sense, that things <em>follow</em> from what is known, or <em>build upon</em> either what is definitely already known, or fill in a genuine gap of knowledge. As an example of that lst one, "Draw maps, leave blanks"--the map matters, the stuff on it doesn't just change willy-nilly--but the map is not <em>complete</em>, and we'll learn more about what was in the blank spaces later on. Or, to quote the text itself where it explains this: </p><p></p><p>"Dungeon World exists mostly in the imaginations of the people playing it; maps help everyone stay on the same page. You won’t always be drawing them yourself, but any time there’s a new location described make sure it gets added to a map. When you draw a map don’t try to make it complete. Leave room for the unknown. As you play you’ll get more ideas and the players will give you inspiration to work with. Let the maps expand and change."</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9707370, member: 6790260"] Well, the rules explicitly say that you have to start and end with the fiction. Over and over and over. It's....literally the explicit text. I'll be using Dungeon World, of course, but it's functionally equivalent to other PbtA games on this. DW also includes things like "you have to do it to do it" and "if you do it, you do it", and specifically explains what those mean. Namely, "if you want an action to occur (like investigating a room for secret doors), that can only happen [I]if you actually describe the actions which would achieve that[/I]"; it's [I]very[/I] literally exactly what it says on the tin, you have to [I]do[/I] the things you want to do in order to...do the things you want to do. And the second means "if you take these actions, then the consequences that are supposed to happen, happen". Together, they are quite literally "rules are invoked if, and [I]only[/I] if, the fiction establishes that they should be." If people are throwing logic to the wind, it's exclusively because they feel like doing so. It's explicitly in contradiction with the rules, and (as you have no doubt read!) the GM is [I]supposed to follow the rules[/I]. One of the GM Principles, for example, is "Make a move that follows", meaning, use mechanics specifically because they follow logically from the situation currently happening. This is explained in the text explicitly: [HEADING=3]Make a move that follows[/HEADING] When you make a move what you’re actually doing is taking an element of the fiction and bringing it to bear against the characters. Your move should always follow from the fiction. They help you focus on one aspect of the current situation and do something interesting with it. What’s going on? What move makes sense here? It is repeated again and again and again throughout the text that what matters, what [I]always[/I] matters, is ensuring things make sense, that things [I]follow[/I] from what is known, or [I]build upon[/I] either what is definitely already known, or fill in a genuine gap of knowledge. As an example of that lst one, "Draw maps, leave blanks"--the map matters, the stuff on it doesn't just change willy-nilly--but the map is not [I]complete[/I], and we'll learn more about what was in the blank spaces later on. Or, to quote the text itself where it explains this: "Dungeon World exists mostly in the imaginations of the people playing it; maps help everyone stay on the same page. You won’t always be drawing them yourself, but any time there’s a new location described make sure it gets added to a map. When you draw a map don’t try to make it complete. Leave room for the unknown. As you play you’ll get more ideas and the players will give you inspiration to work with. Let the maps expand and change." [/QUOTE]
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