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Roleplaying in D&D 5E: It’s How You Play the Game
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<blockquote data-quote="Manbearcat" data-source="post: 8501613" data-attributes="member: 6696971"><p>Alright, poking my head back in here right quick just to comment on this.</p><p></p><p>I've seen this before and I want to push back a bit.</p><p></p><p>There is definitely not an anarchy of structured turns or a complete lack of "you go I go" in PBtA games. Here is my best list of "I (the GM) go" in Dungeon World.</p><p></p><p>* Situation Framing.</p><p></p><p>* All 6- moves.</p><p></p><p>* Obstacles/adversaries with dynamism/volition. For instance, I'm going after you go in social conflict and physical conflict where I have active adversaries "on the field." The "I go" here are soft moves that are cued by and informed by Instincts, Moves, and Special Qualities/Tags. If its Front related, I'm activating a Danger or a Doom.</p><p></p><p>* 7-9 moves that don't have encoded 7-9 soft moves and/or a player has to choose a cost/danger and I have to imbue that with gamestate-impact : fiction. These would be things like (a) all Defy Danger, (b) a player chooses danger or cost on a move or they pick a thing and I pick a thing (like Volley or Cast a Spell or Journey moves), (c) when one of the perception/memory/connection (et al) suite of moves requires me to render a vision/idea/person but make it conflicted/murky (in a way that complicates the players' decision-tree in an interesting and hopefully thematic way), (d) "swingback" (be it social or physical) and I have to choose the move that my NPC/Monster/Obstacle is making (and related tags).</p><p></p><p>* I've made a soft move and telegraphed that it will go off unless a PC intervenes (the hail of arrows from the archers will pincushion them if they don't find cover/bring their shield to bear...the avalanche will sweep them from the face if they don't get out of the zone...the cohort will fall in the crevasse if they don't get over there to grab them before their grip fails, etc), and they haven't sufficiently resolved the hazard/threat. </p><p></p><p>[HR][/HR]</p><p></p><p>So, in actual play, there is a fairly heavily encoded "you go I go" aspect to play. Its just that it is contingent upon intersecting layers of structure each with multiple (again, intersecting) factors as to when and how "turn" is expressed around the table. I may not make a move at all when the players Undertake a Perilous Journey. However, if those players resolve their moves in such a way that I must go (in answer to their moves - see above), then I go. Further, if the players decide they want a Discovery on their Perilous Journey moves (I run with the Custom Moves from Perilous Wilds), then I'm framing a thematic scene around a Discovery (which could turn into danger, or even a Front Doom, dependent upon how the scene unfolds). But when it comes to social conflict with the Hedge Wizard of the town? Yeah, I'm attacking you socially and you're going to have to deal with it with a Defy Danger Charisma before you can go on the offense just like if my Hobgoblin is swinging their mace at you, you're going to need to Defy Danger/Defend (or something kindred) before you can go on offense (unless you just want to soak the damage!). You don't just get to say your piece and that is that. My Hedge Wizard has a dramatic need and its going to advocate for it.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8501613, member: 6696971"] Alright, poking my head back in here right quick just to comment on this. I've seen this before and I want to push back a bit. There is definitely not an anarchy of structured turns or a complete lack of "you go I go" in PBtA games. Here is my best list of "I (the GM) go" in Dungeon World. * Situation Framing. * All 6- moves. * Obstacles/adversaries with dynamism/volition. For instance, I'm going after you go in social conflict and physical conflict where I have active adversaries "on the field." The "I go" here are soft moves that are cued by and informed by Instincts, Moves, and Special Qualities/Tags. If its Front related, I'm activating a Danger or a Doom. * 7-9 moves that don't have encoded 7-9 soft moves and/or a player has to choose a cost/danger and I have to imbue that with gamestate-impact : fiction. These would be things like (a) all Defy Danger, (b) a player chooses danger or cost on a move or they pick a thing and I pick a thing (like Volley or Cast a Spell or Journey moves), (c) when one of the perception/memory/connection (et al) suite of moves requires me to render a vision/idea/person but make it conflicted/murky (in a way that complicates the players' decision-tree in an interesting and hopefully thematic way), (d) "swingback" (be it social or physical) and I have to choose the move that my NPC/Monster/Obstacle is making (and related tags). * I've made a soft move and telegraphed that it will go off unless a PC intervenes (the hail of arrows from the archers will pincushion them if they don't find cover/bring their shield to bear...the avalanche will sweep them from the face if they don't get out of the zone...the cohort will fall in the crevasse if they don't get over there to grab them before their grip fails, etc), and they haven't sufficiently resolved the hazard/threat. [HR][/HR] So, in actual play, there is a fairly heavily encoded "you go I go" aspect to play. Its just that it is contingent upon intersecting layers of structure each with multiple (again, intersecting) factors as to when and how "turn" is expressed around the table. I may not make a move at all when the players Undertake a Perilous Journey. However, if those players resolve their moves in such a way that I must go (in answer to their moves - see above), then I go. Further, if the players decide they want a Discovery on their Perilous Journey moves (I run with the Custom Moves from Perilous Wilds), then I'm framing a thematic scene around a Discovery (which could turn into danger, or even a Front Doom, dependent upon how the scene unfolds). But when it comes to social conflict with the Hedge Wizard of the town? Yeah, I'm attacking you socially and you're going to have to deal with it with a Defy Danger Charisma before you can go on the offense just like if my Hobgoblin is swinging their mace at you, you're going to need to Defy Danger/Defend (or something kindred) before you can go on offense (unless you just want to soak the damage!). You don't just get to say your piece and that is that. My Hedge Wizard has a dramatic need and its going to advocate for it. [/QUOTE]
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