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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8686354" data-attributes="member: 82106"><p>Well, Dungeon World fronts are always organized in an 'active' way. So, a dungeon might exist as an Adventure Front, something that is likely to engage the PCs for a time, but not be an overall theme for a whole campaign. Typically it will have 2-3 dangers (major threats/encounters) and it may also have some lesser things like traps, terrain hazards, etc. that are basically passive. A Danger will also have 1-3 grim portents, which are foreshadowing moves the GM can use to indicate the coming of a danger. If the PCs IGNORE the grim portent, then the danger becomes a 'Doom' at some point, which actually has an impact on the game world. </p><p></p><p>So, the classic Dungeon World dungeon would have say 2 dangers, one could be the 'Rat Horde', and that could have a couple of portents, like the disappearance of all cats, and the spoiling of food. If nobody deals with the rats in the dungeon, then eventually they boil up and plague the local village! Now maybe that plague isn't the end of the world, certain NPCs perish, the people of the village become unwell, etc. </p><p></p><p>The thing with narrative focus games is that STUFF HAPPENS, so you won't really have a purely passive dungeon. Its possible you could have a dungeon where if the PCs never mess with it, things don't ever happen, perhaps. The PCs are heroes though, they're going to have to fix stuff, and drama is going to ensue somehow. So its not like the old B2 Caves of Chaos where the monsters just camp forever. The DW Caves of Chaos monsters are gunning for the Keep, if you don't clean out the caves, they'll eventually clean YOU out!</p><p></p><p>I don't know what things you dislike, though I might observe that playing 4e as a story game and losing the whole idea that this is how D&D is today, oh no! is probably a good idea. Anyway, 13th Age certainly has quite a few 4e-isms in it. Strike! is another game that is similar to 4e. SWSE, the WotC Star Wars from back a few years is widely considered to have been a strong precursor of 4e design as well. There are probably other games, though honestly I haven't found anything that REALLY matches 4e in terms of a combination of all its key traits.</p><p></p><p>Yeah, these things are derived from the fiction, and since the GM has the job of deciding which 'move' the actions described by a player for his character constitute, the GM will have to decide this stuff. DW just states that the table should deal with any disagreements. So I guess if the players really have a different view of it, they can obviously argue that the GM is wrong. In the end someone will have to decide to accept someone else's interpretation.</p><p></p><p>A mix of what? I mean, I'm going out of my way to play an RPG. I want stuff to happen. OK, maybe the trip to Granny's house doesn't end with the wolf, maybe it only ends with some hard choices made by the PCs and the knowledge that there's a wolf SOMEWHERE ABOUT. The game is afoot now!</p><p></p><p>Yeah, [USER=16814]@Ovinomancer[/USER] also mentioned Ironsworn. Its available for free and is an interesting game with a solo play mode. It is somewhat similar to DW, but definitely reworked the whole idea of threats and whatnot.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8686354, member: 82106"] Well, Dungeon World fronts are always organized in an 'active' way. So, a dungeon might exist as an Adventure Front, something that is likely to engage the PCs for a time, but not be an overall theme for a whole campaign. Typically it will have 2-3 dangers (major threats/encounters) and it may also have some lesser things like traps, terrain hazards, etc. that are basically passive. A Danger will also have 1-3 grim portents, which are foreshadowing moves the GM can use to indicate the coming of a danger. If the PCs IGNORE the grim portent, then the danger becomes a 'Doom' at some point, which actually has an impact on the game world. So, the classic Dungeon World dungeon would have say 2 dangers, one could be the 'Rat Horde', and that could have a couple of portents, like the disappearance of all cats, and the spoiling of food. If nobody deals with the rats in the dungeon, then eventually they boil up and plague the local village! Now maybe that plague isn't the end of the world, certain NPCs perish, the people of the village become unwell, etc. The thing with narrative focus games is that STUFF HAPPENS, so you won't really have a purely passive dungeon. Its possible you could have a dungeon where if the PCs never mess with it, things don't ever happen, perhaps. The PCs are heroes though, they're going to have to fix stuff, and drama is going to ensue somehow. So its not like the old B2 Caves of Chaos where the monsters just camp forever. The DW Caves of Chaos monsters are gunning for the Keep, if you don't clean out the caves, they'll eventually clean YOU out! I don't know what things you dislike, though I might observe that playing 4e as a story game and losing the whole idea that this is how D&D is today, oh no! is probably a good idea. Anyway, 13th Age certainly has quite a few 4e-isms in it. Strike! is another game that is similar to 4e. SWSE, the WotC Star Wars from back a few years is widely considered to have been a strong precursor of 4e design as well. There are probably other games, though honestly I haven't found anything that REALLY matches 4e in terms of a combination of all its key traits. Yeah, these things are derived from the fiction, and since the GM has the job of deciding which 'move' the actions described by a player for his character constitute, the GM will have to decide this stuff. DW just states that the table should deal with any disagreements. So I guess if the players really have a different view of it, they can obviously argue that the GM is wrong. In the end someone will have to decide to accept someone else's interpretation. A mix of what? I mean, I'm going out of my way to play an RPG. I want stuff to happen. OK, maybe the trip to Granny's house doesn't end with the wolf, maybe it only ends with some hard choices made by the PCs and the knowledge that there's a wolf SOMEWHERE ABOUT. The game is afoot now! Yeah, [USER=16814]@Ovinomancer[/USER] also mentioned Ironsworn. Its available for free and is an interesting game with a solo play mode. It is somewhat similar to DW, but definitely reworked the whole idea of threats and whatnot. [/QUOTE]
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Supposing D&D is gamist, what does that mean?
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