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General Tabletop Discussion
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Skilled Play, or Role Play: How Do You Approach Playing D&D?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8157471" data-attributes="member: 82106"><p>Well, mechanically DW is nothing like D&D of any ilk really. It is a clever hack of a game which produces a very D&D-like narrative of a party of adventurers delving into some sort of dangerous situations for whatever reasons (usually profit being amongst them). The GM never rolls dice in DW, he just makes 'moves', and the players also make their own 'moves' which come from 'playbooks' associated with their class, or are otherwise 'generic moves'. They don't closely resemble things you would find being declared in a D&D game, mainly because DW is entirely fiction-first, so you simply make up your part of the fiction, which is then sorted out by the GM as to what move it amounts to, and what, if anything needs to be checked, based on that. 'Combat' in DW isn't even a specific thing, there are no 'combat rounds', 'maneuvers', etc. There isn't even such a thing as a 'turn order' in any formal sense. The players simply act (or react as the case may be) with descriptions of what their characters do next or how they cope with whatever danger has arisen. </p><p></p><p>If an orc charges into the midst of the party from the shadows, it may simply be a 'hard move' by the GM "hey dwarf, an orc jumps out from behind the boulder and slams you in the head with his scimitar, take 5 damage! What do you do?" that's sort of the typical kind of process. Maybe the dwarf player responds by pulling out his axe and swinging wildly in retaliation. The GM probably says "that's hack & slash, make a check." Once that's resolved he might ask "what are you doing, Blasty? An orc is hacking up the dwarf!"</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8157471, member: 82106"] Well, mechanically DW is nothing like D&D of any ilk really. It is a clever hack of a game which produces a very D&D-like narrative of a party of adventurers delving into some sort of dangerous situations for whatever reasons (usually profit being amongst them). The GM never rolls dice in DW, he just makes 'moves', and the players also make their own 'moves' which come from 'playbooks' associated with their class, or are otherwise 'generic moves'. They don't closely resemble things you would find being declared in a D&D game, mainly because DW is entirely fiction-first, so you simply make up your part of the fiction, which is then sorted out by the GM as to what move it amounts to, and what, if anything needs to be checked, based on that. 'Combat' in DW isn't even a specific thing, there are no 'combat rounds', 'maneuvers', etc. There isn't even such a thing as a 'turn order' in any formal sense. The players simply act (or react as the case may be) with descriptions of what their characters do next or how they cope with whatever danger has arisen. If an orc charges into the midst of the party from the shadows, it may simply be a 'hard move' by the GM "hey dwarf, an orc jumps out from behind the boulder and slams you in the head with his scimitar, take 5 damage! What do you do?" that's sort of the typical kind of process. Maybe the dwarf player responds by pulling out his axe and swinging wildly in retaliation. The GM probably says "that's hack & slash, make a check." Once that's resolved he might ask "what are you doing, Blasty? An orc is hacking up the dwarf!" [/QUOTE]
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