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<blockquote data-quote="AbdulAlhazred" data-source="post: 8979563" data-attributes="member: 82106"><p>Depending somewhat on the game, yes. Blades is an example (Stonetop also) where there's a setting which probably acts as kind of a 'filter'. For example you ARE a crew of scofflaws in BitD, and the power structure is mostly against you (though you can play them to your advantage). So, you won't, for example, 'go legit' as a BitD crew, or if you did that would probably be an end state for the game. Once a certain group is your enemy, you won't suddenly get help from them. </p><p></p><p>OTOH Dungeon World has a genre, and tone, but given that no setting elements exist by default there's not a ton of 'setting truths' to lean on. In fact here we see the heaviest dependence on pure character, as class, alignment, and bonds, plus any other backstory established in session zero, will be 100% of what comes into play in the first scene of the game. The only other constraints will be the genre and agenda of DW itself. I'd even venture to say that exactly what fits in the genre, and what the limits of agenda actually are can be a bit malleable in that game. So, for instance, dropping some fantastical sciency things into a DW game won't break it. Also maybe being anti-heroes or just bad dudes might also work, perhaps with a little bit of playbook tinkering. My guess is someone has playbooks for "lets be evil" sort of play in DW, lol.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8979563, member: 82106"] Depending somewhat on the game, yes. Blades is an example (Stonetop also) where there's a setting which probably acts as kind of a 'filter'. For example you ARE a crew of scofflaws in BitD, and the power structure is mostly against you (though you can play them to your advantage). So, you won't, for example, 'go legit' as a BitD crew, or if you did that would probably be an end state for the game. Once a certain group is your enemy, you won't suddenly get help from them. OTOH Dungeon World has a genre, and tone, but given that no setting elements exist by default there's not a ton of 'setting truths' to lean on. In fact here we see the heaviest dependence on pure character, as class, alignment, and bonds, plus any other backstory established in session zero, will be 100% of what comes into play in the first scene of the game. The only other constraints will be the genre and agenda of DW itself. I'd even venture to say that exactly what fits in the genre, and what the limits of agenda actually are can be a bit malleable in that game. So, for instance, dropping some fantastical sciency things into a DW game won't break it. Also maybe being anti-heroes or just bad dudes might also work, perhaps with a little bit of playbook tinkering. My guess is someone has playbooks for "lets be evil" sort of play in DW, lol. [/QUOTE]
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