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The Alexandrian’s Insights In a Nutshell [+]
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<blockquote data-quote="EzekielRaiden" data-source="post: 9285810" data-attributes="member: 6790260"><p>Though, if we're being honest, Dungeon World and its predecessors beat him to the punch by literal years. "Fill the characters' lives with adventure." "Play to find out what happens." "Draw maps, leave blanks." Or, if you prefer it less pithy:</p><p></p><ul> <li data-xf-list-type="ul">Never presume player actions. Instead, always expose them to situations which <em>call for</em> action, and let them decide how to respond.</li> <li data-xf-list-type="ul">Embrace the joy of discovery. Instead of planning what the characters <em>will</em> do, have the world respond to what the characters <em>do</em> do.</li> <li data-xf-list-type="ul">When filling the world with detail, it's great to have guidelines--maps, timelines, lore. But leave space for the aforementioned joy of discovery.</li> </ul><p></p><p>Fundamentally, it's just "frame scenes." Having to filter through a lot of other stuff before you get to the nuggets of sense is not ideal, but I suppose it's better to have more advocates for good ideas rather than fewer.</p><p></p><p></p><p>So long as that also means filtering away the decidedly un-positive things Mr. Alexander says from time to time, I have no issue with abiding by this request.</p><p></p><p></p><p>I would rephrase this as, "For any prepared information you want the PCs to discover." The phrasing used here implies the contradiction others have mentioned: <em>making</em> the PCs conclude something.</p><p></p><p></p><p>This sounds to me like a plot, where you will need the players to go through particular events in order for that plot to conclude. Try this on for size.</p><p></p><p>[SPOILER="Example adventure front I just made up"]</p><p><strong>Adventure Front: The Roving Orc-Clan</strong></p><p><u>Dangers</u></p><ul> <li data-xf-list-type="ul">Orc Raiders (Wandering Barbarians; impulse: <em>to grow strong, to drive their enemies before them</em>)<br /> <p style="margin-left: 20px">Impending Doom: Destruction (the village is damaged beyond repair, its inhabitants scattered to the wind)</p> </li> <li data-xf-list-type="ul">The Brotherhood of the Sword (Cabal; impulse: <em>to absorb those in power, to gobble up territory</em>)<br /> <p style="margin-left: 20px">Impending Doom: Tyranny (the village is "saved" by the Brotherhood...then exploited mercilessly)</p> </li> </ul><p></p><p><u>Grim Portents</u></p><ol> <li data-xf-list-type="ol">The orc scouting party escapes</li> <li data-xf-list-type="ol">The Brotherhood sends a squad</li> <li data-xf-list-type="ol">Mayor Branno gets betrayed</li> <li data-xf-list-type="ol">The Church recalls the town priest</li> <li data-xf-list-type="ol">Raiders set the common pasture ablaze</li> <li data-xf-list-type="ol">The Brotherhood calls for reinforcements</li> <li data-xf-list-type="ol">Final battle is joined...one way or another</li> </ol><p><u>Stakes</u></p><ul> <li data-xf-list-type="ul">Will our Paladin, Barzinn, learn that his mother is the Brotherhood's secret leader?</li> <li data-xf-list-type="ul">Can the orcs persuade our Barbarian, Barbariccia, to help them?</li> <li data-xf-list-type="ul">How will our Cleric, Justitia, respond to the Church's cowardice?</li> </ul><p>[/SPOILER]</p><p>This is an example Dungeon World front I just made up now. "Impending dooms" are things that, if the danger is allowed to come to pass, will be the inevitable result. Grim Portents are situations that slowly make the Front worse; in this case, they all follow a logical order, but other situations might have some with no special logical connection or necessary ordering. None of them are set in stone; if the story has evolved in a direction that prevents #5 (for example, perhaps Barbariccia turns the situation around, and persuades the orcs to <em>help</em> the town against the Brotherhood's tyranny), then that Grim Portent is out and something else takes its place (for example, "the Brotherhood attacks the village for being 'collaborators'"). None of these things are <em>plotted events</em>, though they do have a logical progression. They are scenes, which could play out in many different ways--we play to find out what happens.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9285810, member: 6790260"] Though, if we're being honest, Dungeon World and its predecessors beat him to the punch by literal years. "Fill the characters' lives with adventure." "Play to find out what happens." "Draw maps, leave blanks." Or, if you prefer it less pithy: [LIST] [*]Never presume player actions. Instead, always expose them to situations which [I]call for[/I] action, and let them decide how to respond. [*]Embrace the joy of discovery. Instead of planning what the characters [I]will[/I] do, have the world respond to what the characters [I]do[/I] do. [*]When filling the world with detail, it's great to have guidelines--maps, timelines, lore. But leave space for the aforementioned joy of discovery. [/LIST] Fundamentally, it's just "frame scenes." Having to filter through a lot of other stuff before you get to the nuggets of sense is not ideal, but I suppose it's better to have more advocates for good ideas rather than fewer. So long as that also means filtering away the decidedly un-positive things Mr. Alexander says from time to time, I have no issue with abiding by this request. I would rephrase this as, "For any prepared information you want the PCs to discover." The phrasing used here implies the contradiction others have mentioned: [I]making[/I] the PCs conclude something. This sounds to me like a plot, where you will need the players to go through particular events in order for that plot to conclude. Try this on for size. [SPOILER="Example adventure front I just made up"] [B]Adventure Front: The Roving Orc-Clan[/B] [U]Dangers[/U] [LIST] [*]Orc Raiders (Wandering Barbarians; impulse: [I]to grow strong, to drive their enemies before them[/I]) [INDENT]Impending Doom: Destruction (the village is damaged beyond repair, its inhabitants scattered to the wind)[/INDENT] [*]The Brotherhood of the Sword (Cabal; impulse: [I]to absorb those in power, to gobble up territory[/I]) [INDENT]Impending Doom: Tyranny (the village is "saved" by the Brotherhood...then exploited mercilessly)[/INDENT] [/LIST] [U]Grim Portents[/U] [LIST=1] [*]The orc scouting party escapes [*]The Brotherhood sends a squad [*]Mayor Branno gets betrayed [*]The Church recalls the town priest [*]Raiders set the common pasture ablaze [*]The Brotherhood calls for reinforcements [*]Final battle is joined...one way or another [/LIST] [U]Stakes[/U] [LIST] [*]Will our Paladin, Barzinn, learn that his mother is the Brotherhood's secret leader? [*]Can the orcs persuade our Barbarian, Barbariccia, to help them? [*]How will our Cleric, Justitia, respond to the Church's cowardice? [/LIST] [/SPOILER] This is an example Dungeon World front I just made up now. "Impending dooms" are things that, if the danger is allowed to come to pass, will be the inevitable result. Grim Portents are situations that slowly make the Front worse; in this case, they all follow a logical order, but other situations might have some with no special logical connection or necessary ordering. None of them are set in stone; if the story has evolved in a direction that prevents #5 (for example, perhaps Barbariccia turns the situation around, and persuades the orcs to [I]help[/I] the town against the Brotherhood's tyranny), then that Grim Portent is out and something else takes its place (for example, "the Brotherhood attacks the village for being 'collaborators'"). None of these things are [I]plotted events[/I], though they do have a logical progression. They are scenes, which could play out in many different ways--we play to find out what happens. [/QUOTE]
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