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General Tabletop Discussion
*TTRPGs General
The Origins of ‘Rule Zero’
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<blockquote data-quote="Ovinomancer" data-source="post: 8179313" data-attributes="member: 16814"><p>Right, so, you ask for a perception check using the mechanical way to do so without asking for a die roll. That's what a passive check is -- it's still the use of the skill, but represents either a continued use of it (so you don't roll all the time) or the GM wishing to check a result without alerting the player. The point is, if there's something in the room that has a DC attached to notice it, perception checks are used.</p><p></p><p>This is not how Discern Realities works in Dungeon World. There's a fundamental difference in how scene framing works and how play works. For starters, there's nothing the the GM knows about in a scene that the players can discover with a check -- this is a pretty huge difference! So, when a player looks for something in the scene, the GM either can say they find it, or they can challenge that by invoking the move and asking for a check. If the player succeeds, the GM is obliged to narrate something that is useful according to the options the player has chosen with their success -- these things are now true, and where always there in the fiction, but everyone playing just found out about them together at the same time. This is, fundamentally, what "playing to find out" means. If the player fails the check, then the GM complicates their lives with a GM move that is as hard as they want it to be. Which is, itself, a full discussion on what that might mean in a given circumstance.</p><p></p><p>5e and DW play differently while achieving the same thematic goals.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8179313, member: 16814"] Right, so, you ask for a perception check using the mechanical way to do so without asking for a die roll. That's what a passive check is -- it's still the use of the skill, but represents either a continued use of it (so you don't roll all the time) or the GM wishing to check a result without alerting the player. The point is, if there's something in the room that has a DC attached to notice it, perception checks are used. This is not how Discern Realities works in Dungeon World. There's a fundamental difference in how scene framing works and how play works. For starters, there's nothing the the GM knows about in a scene that the players can discover with a check -- this is a pretty huge difference! So, when a player looks for something in the scene, the GM either can say they find it, or they can challenge that by invoking the move and asking for a check. If the player succeeds, the GM is obliged to narrate something that is useful according to the options the player has chosen with their success -- these things are now true, and where always there in the fiction, but everyone playing just found out about them together at the same time. This is, fundamentally, what "playing to find out" means. If the player fails the check, then the GM complicates their lives with a GM move that is as hard as they want it to be. Which is, itself, a full discussion on what that might mean in a given circumstance. 5e and DW play differently while achieving the same thematic goals. [/QUOTE]
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