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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="clearstream" data-source="post: 8649528" data-attributes="member: 71699"><p>I think what you have described here is that the PCs have accessed an area and are exploring it with the intent of finding some papers - those they were after. They don't know where in the area those papers are. There are generally two possibilities here.</p><ol> <li data-xf-list-type="ol">The players are under no pressure, and will be able to search the whole area thoroughly.</li> <li data-xf-list-type="ol">The players are under pressure, and need to make some choices about what they will search.</li> </ol><p>In case of 1., so long as the players have good reason (they've taken steps) to know the papers are in this area, we don't need to roll anything. "You find them in the safe."</p><p></p><p>In case of 2., how players open that safe matters. A knock trades noise and a spell slot against time. Perhaps it goes like this "<em>Your </em>knock <em>rings out loudly. A flickering light ripples over the safe as it suppresses an </em>arcane loc<em>k. You've got 10 minutes to open it. With this complexity of lock, each check takes 5 minutes.</em>"</p><p></p><p>So now we're in an interesting situation where the players need to make decisions. Did the <em>knock </em>attract attention? If they've no good reason (they've taken no steps) to know/guarantee the papers are in the safe, are they sure it's worth the risk? Still, seems likely the papers are in the safe... they've checked those locked desk drawers, right? There are a lot of ways this can go. Framing matters. Description matters.</p><p></p><p></p><p>It's one of those things, OMMV <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Exactly! If my setup and player predelictions lead to a lot of intentless wandering, I agree players could come across safes of no known import, toward which they perforce have no intentions. There are in that case no papers they are looking for.</p><p></p><p></p><p>Do you feel it is right to describe that in DW, the subjective-resolution is oriented toward lighting up and resolving conflict? In 5e, the objective-resolution is oriented toward resolving consequences, which can include resolving conflict, but isn't certain to.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8649528, member: 71699"] I think what you have described here is that the PCs have accessed an area and are exploring it with the intent of finding some papers - those they were after. They don't know where in the area those papers are. There are generally two possibilities here. [LIST=1] [*]The players are under no pressure, and will be able to search the whole area thoroughly. [*]The players are under pressure, and need to make some choices about what they will search. [/LIST] In case of 1., so long as the players have good reason (they've taken steps) to know the papers are in this area, we don't need to roll anything. "You find them in the safe." In case of 2., how players open that safe matters. A knock trades noise and a spell slot against time. Perhaps it goes like this "[I]Your [/I]knock [I]rings out loudly. A flickering light ripples over the safe as it suppresses an [/I]arcane loc[I]k. You've got 10 minutes to open it. With this complexity of lock, each check takes 5 minutes.[/I]" So now we're in an interesting situation where the players need to make decisions. Did the [I]knock [/I]attract attention? If they've no good reason (they've taken no steps) to know/guarantee the papers are in the safe, are they sure it's worth the risk? Still, seems likely the papers are in the safe... they've checked those locked desk drawers, right? There are a lot of ways this can go. Framing matters. Description matters. It's one of those things, OMMV :) Exactly! If my setup and player predelictions lead to a lot of intentless wandering, I agree players could come across safes of no known import, toward which they perforce have no intentions. There are in that case no papers they are looking for. Do you feel it is right to describe that in DW, the subjective-resolution is oriented toward lighting up and resolving conflict? In 5e, the objective-resolution is oriented toward resolving consequences, which can include resolving conflict, but isn't certain to. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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