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What is the point of GM's notes?
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<blockquote data-quote="pemerton" data-source="post: 8246081" data-attributes="member: 42582"><p>On the one hand, I agree and what you are saying is pretty apparent to most RPGers who are familiar with a variety of games.</p><p></p><p>On the other hand, I disagree in the following way: I think the degree of variation or "flexibility" of D&D is easily exaggerated. For instance, Moldvay Basic and Gygax's AD&D do offer mechanical support for a specific style: skilled play dungeon exploration (with rules for doors, traps, treasure in rooms, etc) and in the latter case hexcrawl exploration also. There is also a clear division of agency: the GM decides what is there to discover, and frames it in general terms as a threat to the PCs (eg how much damage will the scything blade do? are there dragons in those hills?) while the players declare where their PCs move, what their PCs look at, who their PCs talk to and who their PCs fight.</p><p></p><p>There are plenty of people who have used Gygax's AD&D to run political campaigns. But to me that seems like using Dungeon World to run a Moldvay-esque dungeon crawl. In both cases a lot of gaps have to be filled and probably some bits of the rules ignored or papered over. The reason there's more of that "variant D&D" than "variant DW" I think is mostly because nearly every RPGer in the world knows the former, whereas reltively few know the latter. And almost anyone who knows the latter already knows it's not a system one would use to run a skilled-play dungeon crawl.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8246081, member: 42582"] On the one hand, I agree and what you are saying is pretty apparent to most RPGers who are familiar with a variety of games. On the other hand, I disagree in the following way: I think the degree of variation or "flexibility" of D&D is easily exaggerated. For instance, Moldvay Basic and Gygax's AD&D do offer mechanical support for a specific style: skilled play dungeon exploration (with rules for doors, traps, treasure in rooms, etc) and in the latter case hexcrawl exploration also. There is also a clear division of agency: the GM decides what is there to discover, and frames it in general terms as a threat to the PCs (eg how much damage will the scything blade do? are there dragons in those hills?) while the players declare where their PCs move, what their PCs look at, who their PCs talk to and who their PCs fight. There are plenty of people who have used Gygax's AD&D to run political campaigns. But to me that seems like using Dungeon World to run a Moldvay-esque dungeon crawl. In both cases a lot of gaps have to be filled and probably some bits of the rules ignored or papered over. The reason there's more of that "variant D&D" than "variant DW" I think is mostly because nearly every RPGer in the world knows the former, whereas reltively few know the latter. And almost anyone who knows the latter already knows it's not a system one would use to run a skilled-play dungeon crawl. [/QUOTE]
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What is the point of GM's notes?
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