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General Tabletop Discussion
*Dungeons & Dragons
Skilled Play, or Role Play: How Do You Approach Playing D&D?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8156688" data-attributes="member: 82106"><p>Well, games like Dungeon World really do basically run this way 'all the time', the agenda and principles of play are simply different from the other paradigms. It is certainly possible for the players to be surprised in DW by a twist. It is of course trivial for the PCs to be in the dark about things. So, a genuine puzzle is possible in DW, it wouldn't be played so much to test the puzzle-solving skills of the player, nor of the PC actually, but it COULD do so, and if that is enjoyable then it is certainly 'correct play'. </p><p></p><p>In DW the GM is a 'fan of the PCs' and the idea is to give them chances to be awesome, but that also involves chances to fail. Mostly in DW or similar games 'failure' (or some shade of grey where you succeeded with complications) isn't tightly coupled to the action being taken, but more to the intent. It would be perfectly normal in DW to have a failed attempt to pick the lock on a door end with a surprise guard patrol showing up just as the lock clicks open. The intent, to pass beyond the door without raising an alarm, has not been achieved, though technically the awesome lock-picking Thief overcame the tumblers of the lock... </p><p></p><p>With puzzles specifically DW would allow for something like making 'Defy Danger' checks to not make the wrong puzzle move, with failures either creating a more difficult position or some such. Of course it is also perfectly feasible to simply do it the old-fashioned way too!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8156688, member: 82106"] Well, games like Dungeon World really do basically run this way 'all the time', the agenda and principles of play are simply different from the other paradigms. It is certainly possible for the players to be surprised in DW by a twist. It is of course trivial for the PCs to be in the dark about things. So, a genuine puzzle is possible in DW, it wouldn't be played so much to test the puzzle-solving skills of the player, nor of the PC actually, but it COULD do so, and if that is enjoyable then it is certainly 'correct play'. In DW the GM is a 'fan of the PCs' and the idea is to give them chances to be awesome, but that also involves chances to fail. Mostly in DW or similar games 'failure' (or some shade of grey where you succeeded with complications) isn't tightly coupled to the action being taken, but more to the intent. It would be perfectly normal in DW to have a failed attempt to pick the lock on a door end with a surprise guard patrol showing up just as the lock clicks open. The intent, to pass beyond the door without raising an alarm, has not been achieved, though technically the awesome lock-picking Thief overcame the tumblers of the lock... With puzzles specifically DW would allow for something like making 'Defy Danger' checks to not make the wrong puzzle move, with failures either creating a more difficult position or some such. Of course it is also perfectly feasible to simply do it the old-fashioned way too! [/QUOTE]
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Skilled Play, or Role Play: How Do You Approach Playing D&D?
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