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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="Manbearcat" data-source="post: 8640491" data-attributes="member: 6696971"><p>I'm going to c/p Strandberg's core loop for Stonetop as what you've got above for DW is missing quite a bit. This is basically the exact same thing for Apocalypse World and Dungeon World. What is inherent to the below will do a decent bit of work to engage with the exchange between you and [USER=5142]@Aldarc[/USER] . I ran a very chunky Stonetop session last night for [USER=6785785]@hawkeyefan[/USER] and [USER=16814]@Ovinomancer[/USER] so they or I could map some of that play onto this loop and it should be pretty clear the extremely divergent experience from a 5e game (as a result of the differences in the loop and how it is informed by Agenda, Principles, Best Practices, Structure). Stonetop's (and AW and DW) core loop (italicized parentheticals are mine for clarification):</p><p></p><p><strong>1) Establish the situation </strong></p><p></p><ul> <li data-xf-list-type="ul">Frame the action</li> <li data-xf-list-type="ul">Describe the environment</li> <li data-xf-list-type="ul">Give details & specifics</li> <li data-xf-list-type="ul">Ask questions, ask for input</li> <li data-xf-list-type="ul">Portray NPCs and monsters</li> <li data-xf-list-type="ul">Answer questions, clarify</li> </ul><p></p><p><strong>2) Make a soft GM move: provoke action and/or increase tension.</strong></p><p><strong></strong></p><p><strong>3) Ask, “What do you do?”</strong></p><p><strong></strong></p><p><strong>4) Resolve their actions</strong></p><p></p><ul> <li data-xf-list-type="ul">If they trigger a player move, do what the move says <em>(and what the player says when they have to make choices related to the move).</em></li> <li data-xf-list-type="ul">If they roll a 6-, make a hard GM move (establish badness).</li> <li data-xf-list-type="ul">If they ignore trouble, make a hard GM move (establish badness).</li> <li data-xf-list-type="ul">Otherwise<em> (if no move is triggered)</em>, say what happens.</li> </ul><p></p><p><strong>5) Repeat</strong></p><p></p><ul> <li data-xf-list-type="ul">Is the situation clear and grabby? Can the PC(s) act? Back to step 3.</li> <li data-xf-list-type="ul">Is the situation clear, but escalating before the PCs act? Back to step 2.</li> <li data-xf-list-type="ul">Is the situation clear, but needs a nudge? Back to step 2.</li> <li data-xf-list-type="ul">Is the situation unlcear? Does it need clarification, recapping, or updating? Back to step 1.</li> <li data-xf-list-type="ul">Is the current scene or situation over? Wrap up, look for the next one. Back to step 1.</li> </ul></blockquote><p></p>
[QUOTE="Manbearcat, post: 8640491, member: 6696971"] I'm going to c/p Strandberg's core loop for Stonetop as what you've got above for DW is missing quite a bit. This is basically the exact same thing for Apocalypse World and Dungeon World. What is inherent to the below will do a decent bit of work to engage with the exchange between you and [USER=5142]@Aldarc[/USER] . I ran a very chunky Stonetop session last night for [USER=6785785]@hawkeyefan[/USER] and [USER=16814]@Ovinomancer[/USER] so they or I could map some of that play onto this loop and it should be pretty clear the extremely divergent experience from a 5e game (as a result of the differences in the loop and how it is informed by Agenda, Principles, Best Practices, Structure). Stonetop's (and AW and DW) core loop (italicized parentheticals are mine for clarification): [B]1) Establish the situation [/B] [LIST] [*]Frame the action [*]Describe the environment [*]Give details & specifics [*]Ask questions, ask for input [*]Portray NPCs and monsters [*]Answer questions, clarify [/LIST] [B]2) Make a soft GM move: provoke action and/or increase tension. 3) Ask, “What do you do?” 4) Resolve their actions[/B] [LIST] [*]If they trigger a player move, do what the move says [I](and what the player says when they have to make choices related to the move).[/I] [*]If they roll a 6-, make a hard GM move (establish badness). [*]If they ignore trouble, make a hard GM move (establish badness). [*]Otherwise[I] (if no move is triggered)[/I], say what happens. [/LIST] [B]5) Repeat[/B] [LIST] [*]Is the situation clear and grabby? Can the PC(s) act? Back to step 3. [*]Is the situation clear, but escalating before the PCs act? Back to step 2. [*]Is the situation clear, but needs a nudge? Back to step 2. [*]Is the situation unlcear? Does it need clarification, recapping, or updating? Back to step 1. [*]Is the current scene or situation over? Wrap up, look for the next one. Back to step 1. [/LIST] [/QUOTE]
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