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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8648355" data-attributes="member: 82106"><p>Yes, though if you look carefully at what DW does with them you will see that they are also pretty focused on the character's concerns, ultimately. So, in DW, the process is supposed to be that you have a 'Session 0' (which I assume these days is probably some email thread or discord or something) where the players draw up their characters, the GM asks questions, bonds are written, and a 'steading' (base camp, basically) is established. By the end of this 0th session it should be clear to the GM who the PCs are, what their concerns and goals are, what they care about, etc. or at least what the players are CLAIMING these are. </p><p></p><p>NOW the GM goes off and draws some 'maps with holes in them', and draws up a couple of fronts. These are probably not 'campaign fronts', but more 'adventure fronts' at this point, but they could grow. They will each have portents and dooms. The GM will then decide the framing for the first scene of the game, which is generally supposed to be a pretty 'hard start' (no meet ups in the local dive bar). It could be a literal fight, or maybe something slightly less intense, but casting it in terms of one of the fronts would often make sense. It could involve a 'doom' (a hard GM front-related move) or a foreshadowing event that presages the coming of a doom. </p><p></p><p>These are always going to focus on something that the PCs care about, want, don't want, etc. I don't get the feeling that this is so much true with more traditional usage. Often traditional games have deep setting with organizations that have a lot of backstory and maybe some elaborate meta-plot that was developed entirely independently and 'just happens'. It may be totally background, if the players steer clear of involvement, or it might become central to the action if they move towards it (and maybe in some cases it is an unavoidable thing). If it does engage with things that are player priorities, it is a purely voluntary thing where a player got together with the GM and negotiated something, or signed on for something. So it could be derived from player input, but that's probably not the typical case. In Dungeon World it is 100% mandatory if you play the game as-written.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8648355, member: 82106"] Yes, though if you look carefully at what DW does with them you will see that they are also pretty focused on the character's concerns, ultimately. So, in DW, the process is supposed to be that you have a 'Session 0' (which I assume these days is probably some email thread or discord or something) where the players draw up their characters, the GM asks questions, bonds are written, and a 'steading' (base camp, basically) is established. By the end of this 0th session it should be clear to the GM who the PCs are, what their concerns and goals are, what they care about, etc. or at least what the players are CLAIMING these are. NOW the GM goes off and draws some 'maps with holes in them', and draws up a couple of fronts. These are probably not 'campaign fronts', but more 'adventure fronts' at this point, but they could grow. They will each have portents and dooms. The GM will then decide the framing for the first scene of the game, which is generally supposed to be a pretty 'hard start' (no meet ups in the local dive bar). It could be a literal fight, or maybe something slightly less intense, but casting it in terms of one of the fronts would often make sense. It could involve a 'doom' (a hard GM front-related move) or a foreshadowing event that presages the coming of a doom. These are always going to focus on something that the PCs care about, want, don't want, etc. I don't get the feeling that this is so much true with more traditional usage. Often traditional games have deep setting with organizations that have a lot of backstory and maybe some elaborate meta-plot that was developed entirely independently and 'just happens'. It may be totally background, if the players steer clear of involvement, or it might become central to the action if they move towards it (and maybe in some cases it is an unavoidable thing). If it does engage with things that are player priorities, it is a purely voluntary thing where a player got together with the GM and negotiated something, or signed on for something. So it could be derived from player input, but that's probably not the typical case. In Dungeon World it is 100% mandatory if you play the game as-written. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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