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General Tabletop Discussion
*Dungeons & Dragons
What is the downside to simple systems?
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<blockquote data-quote="nnms" data-source="post: 6148656" data-attributes="member: 83293"><p>It's not about covering possible eventualities, but what's appropriate to the genre and the game itself. It's going to take some brain storming and accepting that as we play we'll discover some responses we didn't anticipate but still feel are appropriate and have to make them work.</p><p></p><p></p><p></p><p>I happen to be, yes, but "moves" are not just about a board game feel. There are appropriate moves in improv theatre, for example, based entirely on story concerns and not on trying to capture a board game feel. If you want to see an example of these, check out Dungeon World or Apocalypse World. For example, Dungeon World has a player "move" called "defy danger" where you choose to carry out an action despite there being risks of injury or death. And when you choose to carry out an act despite the risks, you follow the procedure for the "defy danger" move.</p><p></p><p>It's about what's appropriate to the genre and the game and for Dungeon World, defying danger is an appropriate move to make given that it's heroic fantasy as the genre. Another move in Dungeon World is "carouse" where if you have your adventurer let off steam and splash some of his loot around, you follow a particular system procedure. This even applies to the GM. In Apocalypse World, the GM has moves like "Reveal an unwelcome truth" because finding out how the world has gone wrong and what the real state of affairs happens to be is part of the post apocalyptic genre. So when the GM wants to do that, the specific procedures and dice rolling mechanic is applied and you find out what sort of things is revealed and how, or how completely.</p><p></p><p>In terms of the example in the video, jumping on the back of the creature and smashing the stone of power is damn appropriate. In Dungeon World, for example, you'd be doing the <em>defy danger</em> move (as leaping on the back of a creature in order to smash it's power source is doing something despite the risk) and you'd roll dice and add modifiers and then: "On a 10+, you do what you set out to, the threat doesn’t come to bear. ✴On a 7–9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice" (Dungeon World, p 62).</p></blockquote><p></p>
[QUOTE="nnms, post: 6148656, member: 83293"] It's not about covering possible eventualities, but what's appropriate to the genre and the game itself. It's going to take some brain storming and accepting that as we play we'll discover some responses we didn't anticipate but still feel are appropriate and have to make them work. I happen to be, yes, but "moves" are not just about a board game feel. There are appropriate moves in improv theatre, for example, based entirely on story concerns and not on trying to capture a board game feel. If you want to see an example of these, check out Dungeon World or Apocalypse World. For example, Dungeon World has a player "move" called "defy danger" where you choose to carry out an action despite there being risks of injury or death. And when you choose to carry out an act despite the risks, you follow the procedure for the "defy danger" move. It's about what's appropriate to the genre and the game and for Dungeon World, defying danger is an appropriate move to make given that it's heroic fantasy as the genre. Another move in Dungeon World is "carouse" where if you have your adventurer let off steam and splash some of his loot around, you follow a particular system procedure. This even applies to the GM. In Apocalypse World, the GM has moves like "Reveal an unwelcome truth" because finding out how the world has gone wrong and what the real state of affairs happens to be is part of the post apocalyptic genre. So when the GM wants to do that, the specific procedures and dice rolling mechanic is applied and you find out what sort of things is revealed and how, or how completely. In terms of the example in the video, jumping on the back of the creature and smashing the stone of power is damn appropriate. In Dungeon World, for example, you'd be doing the [I]defy danger[/I] move (as leaping on the back of a creature in order to smash it's power source is doing something despite the risk) and you'd roll dice and add modifiers and then: "On a 10+, you do what you set out to, the threat doesn’t come to bear. ✴On a 7–9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice" (Dungeon World, p 62). [/QUOTE]
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What is the downside to simple systems?
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