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Recurring silly comment about Apocalypse World and similar RPGs
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<blockquote data-quote="Manbearcat" data-source="post: 9249676" data-attributes="member: 6696971"><p>I don't know. I don't answer for them and I'm not accountable to them. I answer for me and I'm accountable to my own textual analysis (which has been provided here and elsewhere) and my own substantial amount of time GMing said game and GMing alternative games that are actually dungeon crawl games (designed for it and which its play can't help but operationalize such play; like Torchbearer or B/X). I am a coalition of one and I'm quite comfortable being so.</p><p></p><p>If you have your own textual analysis on these matters supported by substantial amount of GMing or play which are empirical confounds to all that I've written on this subject in the last decade, I'd love to hear about it.</p><p></p><p>Games that are primarily dungeon crawlers don't:</p><p></p><p>* Organize so much of their thematic and premise material around non-dungeon crawl content and/or content/tropes that are actually dungeon crawl-averse.</p><p></p><p>* Organize their incentive structures around games like Burning Wheel (xp for failure and the first EoS question or "go boldly into danger and actively generate and discover the world simultaneously"), Shadows of Yesterday (alignment or ethos), and Apocalypse World (bonds or relationships).</p><p></p><p>* Organize moves (both playbook and basic) that put players in positions of profound, in-situ content generation, particularly the kind of generation that is of a player protagonist nature (whereby players gain extreme capacity to reframe current scenes or generate framing inputs for subsequent scenes).</p><p></p><p>* While simultaneously not being possessed of the profound, dungeon-crawling structure and systemization of a game like Torchbearer.</p><p></p><p>Now none of that is to say that Dungeon World doesn't have a substantial and compelling Gamist layer when run and played both correctly, deftly, and aggressively. However, that Gamist layer is not "dungeon explorer-centered" and its 100 % not "map-and-key-dungeon-explorer-centered" (like B/X or Torchbearer).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9249676, member: 6696971"] I don't know. I don't answer for them and I'm not accountable to them. I answer for me and I'm accountable to my own textual analysis (which has been provided here and elsewhere) and my own substantial amount of time GMing said game and GMing alternative games that are actually dungeon crawl games (designed for it and which its play can't help but operationalize such play; like Torchbearer or B/X). I am a coalition of one and I'm quite comfortable being so. If you have your own textual analysis on these matters supported by substantial amount of GMing or play which are empirical confounds to all that I've written on this subject in the last decade, I'd love to hear about it. Games that are primarily dungeon crawlers don't: * Organize so much of their thematic and premise material around non-dungeon crawl content and/or content/tropes that are actually dungeon crawl-averse. * Organize their incentive structures around games like Burning Wheel (xp for failure and the first EoS question or "go boldly into danger and actively generate and discover the world simultaneously"), Shadows of Yesterday (alignment or ethos), and Apocalypse World (bonds or relationships). * Organize moves (both playbook and basic) that put players in positions of profound, in-situ content generation, particularly the kind of generation that is of a player protagonist nature (whereby players gain extreme capacity to reframe current scenes or generate framing inputs for subsequent scenes). * While simultaneously not being possessed of the profound, dungeon-crawling structure and systemization of a game like Torchbearer. Now none of that is to say that Dungeon World doesn't have a substantial and compelling Gamist layer when run and played both correctly, deftly, and aggressively. However, that Gamist layer is not "dungeon explorer-centered" and its 100 % not "map-and-key-dungeon-explorer-centered" (like B/X or Torchbearer). [/QUOTE]
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