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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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<blockquote data-quote="Manbearcat" data-source="post: 8441643" data-attributes="member: 6696971"><p>Just so everyone (quietly reading the exchanges) is clear, all scene framing is the deployment of a soft move. So the opener to a scene that presents a conflict (a harrowing climb, a looming hanging in the distance, a volatile disagreement between NPCs or factions, a pyroclastic cloud bearing down on your position, an ill omen from a divination, a spectral figure pulling its hooded arm upright and pointing at you, the red eyes of a possessed creature, etc etc etc) is a soft move.</p><p></p><p>This is something all Story Now games (from PBtA games to Dogs to Sorcerer to Mouse Guard etc) share with any GM who runs a game that (a) ceaselessly cuts to the action and (b) "the action" is always a provocative conflict that demands intervention/action. So if you're running a 5e game like this, that is something that you share with Story Now games (and DW/AW).</p><p></p><p>One of the areas where DW will differ from a 5e is the binary action resolution; eg the lack of 7-9 result (where the bulk of soft moves manifest during play). Even if you're using the Success at a Cost module in the book, (i) the math doesn't work out to be anywhere near the bell curve of DW and (ii) the game doesn't support the multiple, diverse pressure point that DW can threaten you in very punishing/meaningful ways.</p><p></p><p>If you want to run a 5e game that pushes toward DW play, I would do the following:</p><p></p><p>* Increase the boundary of Success With a Cost to a very significant number (so that 67 %-ish of results across the distribution of a session will fall there).</p><p></p><p>* Hack in and integrate (so that they're not too punishing and not too forgiving) a lot more pressure points than presently exists in the system. The Fatigue rules + Short Rest Refresh abilities + finding a way to make actual gear loss consistently meaningful/punishing (Tool Proficiencies) are a good place to start.</p><p></p><p></p><p>You've got plenty of work left to do (and you'll never get there because there are just too many different foundational elements), but those two things are a good place to start in your DW drift effort (obviously hewing 100 % to the agenda and principles, sorting out incentive structures/xp triggers, and make the entire edifice of play table-facing).</p><p></p><p></p><p>If you're a player in one of these 5e-would-be-DW games, what you need to do is hold on lightly to your conception of your PC; a Best Practice. Leave plenty of things unfixed or at least up for play to decide. You need to be as curious about "who is this PC" as everyone else at the table. Just like people in life are trying to find themselves and are insecure and unsure, so to should your orientation to your conception of self as your PC be.</p><p></p><p>Be aggressive and bold. Advocate for your hero. But hold on lightly to your conception of self and be curious about who this person is.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8441643, member: 6696971"] Just so everyone (quietly reading the exchanges) is clear, all scene framing is the deployment of a soft move. So the opener to a scene that presents a conflict (a harrowing climb, a looming hanging in the distance, a volatile disagreement between NPCs or factions, a pyroclastic cloud bearing down on your position, an ill omen from a divination, a spectral figure pulling its hooded arm upright and pointing at you, the red eyes of a possessed creature, etc etc etc) is a soft move. This is something all Story Now games (from PBtA games to Dogs to Sorcerer to Mouse Guard etc) share with any GM who runs a game that (a) ceaselessly cuts to the action and (b) "the action" is always a provocative conflict that demands intervention/action. So if you're running a 5e game like this, that is something that you share with Story Now games (and DW/AW). One of the areas where DW will differ from a 5e is the binary action resolution; eg the lack of 7-9 result (where the bulk of soft moves manifest during play). Even if you're using the Success at a Cost module in the book, (i) the math doesn't work out to be anywhere near the bell curve of DW and (ii) the game doesn't support the multiple, diverse pressure point that DW can threaten you in very punishing/meaningful ways. If you want to run a 5e game that pushes toward DW play, I would do the following: * Increase the boundary of Success With a Cost to a very significant number (so that 67 %-ish of results across the distribution of a session will fall there). * Hack in and integrate (so that they're not too punishing and not too forgiving) a lot more pressure points than presently exists in the system. The Fatigue rules + Short Rest Refresh abilities + finding a way to make actual gear loss consistently meaningful/punishing (Tool Proficiencies) are a good place to start. You've got plenty of work left to do (and you'll never get there because there are just too many different foundational elements), but those two things are a good place to start in your DW drift effort (obviously hewing 100 % to the agenda and principles, sorting out incentive structures/xp triggers, and make the entire edifice of play table-facing). If you're a player in one of these 5e-would-be-DW games, what you need to do is hold on lightly to your conception of your PC; a Best Practice. Leave plenty of things unfixed or at least up for play to decide. You need to be as curious about "who is this PC" as everyone else at the table. Just like people in life are trying to find themselves and are insecure and unsure, so to should your orientation to your conception of self as your PC be. Be aggressive and bold. Advocate for your hero. But hold on lightly to your conception of self and be curious about who this person is. [/QUOTE]
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