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<blockquote data-quote="AbdulAlhazred" data-source="post: 8308785" data-attributes="member: 82106"><p>Well, some are and some are not! IMHO the people who wrote Dungeon World were absolutely clear in every way. If you read it, and really do read it so that you can follow what it says at the table (it is plain, but obviously it is still an RPG and a bit complicated) then it should leave few doubts as to the sorts of things to do as either GM or player.</p><p></p><p>OTOH, even Moldvay's B/X text, though very clear as to procedural matters of dungeon exploration, is not really all that clear at a higher level exactly what the DM is supposed to be about doing. It offers him up as a sort of referee, but then also uses other sorts of descriptions, and ultimately pretty much leaves it up to the participants to figure out what the game, as a game, is really about. As with other versions of classic D&D, it also seems to offer adventure fantasy, but when you play it yields up a somewhat different experience. So, yeah, I have to question some of the expertise there. </p><p></p><p>I think, like most early RPG texts, the authors have not fully internalized that they are not writing the rules to an Avalon Hill wargame. In such a game the rules simply describe the mechanics, there's no pretense of anything else. Dungeon World concerns itself with how the Role Play and the Game aspect fit together in terms of both process and agenda (what, why, and how). Moldvay doesn't really get into why at all, and only seems to think he needs to address half of how.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8308785, member: 82106"] Well, some are and some are not! IMHO the people who wrote Dungeon World were absolutely clear in every way. If you read it, and really do read it so that you can follow what it says at the table (it is plain, but obviously it is still an RPG and a bit complicated) then it should leave few doubts as to the sorts of things to do as either GM or player. OTOH, even Moldvay's B/X text, though very clear as to procedural matters of dungeon exploration, is not really all that clear at a higher level exactly what the DM is supposed to be about doing. It offers him up as a sort of referee, but then also uses other sorts of descriptions, and ultimately pretty much leaves it up to the participants to figure out what the game, as a game, is really about. As with other versions of classic D&D, it also seems to offer adventure fantasy, but when you play it yields up a somewhat different experience. So, yeah, I have to question some of the expertise there. I think, like most early RPG texts, the authors have not fully internalized that they are not writing the rules to an Avalon Hill wargame. In such a game the rules simply describe the mechanics, there's no pretense of anything else. Dungeon World concerns itself with how the Role Play and the Game aspect fit together in terms of both process and agenda (what, why, and how). Moldvay doesn't really get into why at all, and only seems to think he needs to address half of how. [/QUOTE]
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