Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
[rant]The conservatism of D&D fans is exhausting.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Campbell" data-source="post: 9708280" data-attributes="member: 16586"><p>On a practical level when it comes to superseding rules and making rulings the vast majority of the time when it's done in the trad space is because the rules are specific and often leave no room for interpretation. It's you take X damage, climb Y feet, etc. This is not how the rules work in games like Apocalypse World. Here's a move from its kissing cousin, Apocalypse Keys:</p><p></p><p></p><p></p><p>For the move to even apply it must be something you have fictional positioning to do through one of your powers of darkness (which are loosely defined and refined over time ex. Necromancy, Supernatural Speed and Strength) and what we've established in play about its limits. That's one level of GM judgement that gets applied.</p><p></p><p>Then in every case the GM must apply their judgement to make a corresponding move back that fits the fictional situation. The game already integrates judgement about the fictional situation into its rules. If anything, I've had players of more traditional games feel like it leaves too much up to GM Judgement in that the GM gets a lot of say in how your powers work and impact the world.</p><p></p><p>There might be reasons you want to make changes, but they aren't going to be situational <strong>this does not fit the fiction</strong> reasons. You get GM Judgement on the way and on the way out. I've never felt any desire to ignore a rule when running Apocalypse Keys because I get so much say about what the results look like.</p><p></p><p>This does have the downside in that so much of the game is shaped by my moves. Sometimes it's nice to have the rules tell us more about the setting.</p><p></p><p><strong>Aside:</strong> Just a reminder that in rules parlance <strong>prepare for the worst </strong>means the GM/Keeper makes as a hard a move as they like.</p></blockquote><p></p>
[QUOTE="Campbell, post: 9708280, member: 16586"] On a practical level when it comes to superseding rules and making rulings the vast majority of the time when it's done in the trad space is because the rules are specific and often leave no room for interpretation. It's you take X damage, climb Y feet, etc. This is not how the rules work in games like Apocalypse World. Here's a move from its kissing cousin, Apocalypse Keys: For the move to even apply it must be something you have fictional positioning to do through one of your powers of darkness (which are loosely defined and refined over time ex. Necromancy, Supernatural Speed and Strength) and what we've established in play about its limits. That's one level of GM judgement that gets applied. Then in every case the GM must apply their judgement to make a corresponding move back that fits the fictional situation. The game already integrates judgement about the fictional situation into its rules. If anything, I've had players of more traditional games feel like it leaves too much up to GM Judgement in that the GM gets a lot of say in how your powers work and impact the world. There might be reasons you want to make changes, but they aren't going to be situational [B]this does not fit the fiction[/B] reasons. You get GM Judgement on the way and on the way out. I've never felt any desire to ignore a rule when running Apocalypse Keys because I get so much say about what the results look like. This does have the downside in that so much of the game is shaped by my moves. Sometimes it's nice to have the rules tell us more about the setting. [B]Aside:[/B] Just a reminder that in rules parlance [B]prepare for the worst [/B]means the GM/Keeper makes as a hard a move as they like. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[rant]The conservatism of D&D fans is exhausting.
Top