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What is the point of GM's notes?
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<blockquote data-quote="Manbearcat" data-source="post: 8261595" data-attributes="member: 6696971"><p>Bolded the strict there. Working backwards:</p><p></p><p>1) I couldn't say for sure if you put more emphasis on the negotiation stage of Pos/Eff in Blades, but mine is as orthodox as it gets. Assess Threat for Position (and convey that explicitly) and Assess Factors for Effect (and convey that explicitly). My guess is that I have players sacrificing Position for Effect at likely the normal rate (if there is one) across the distribution of Blades games; that is to say, a fair bit. Getting xp for a Desperate Action Roll and then marshaling all your resources to ensure a 6 is likely pretty common among Blades tables (and it fits with the play paradigm/genre tropes).</p><p></p><p>2) What work is "strict" doing in the refereeing of DW above? Are you saying you figure you're more apt to "say no" to a proposed player move? Or that you're more apt to "not use answers" of players? Or that your frequency of question asking is reduced by compared to my own? Some combination of those ? Something else?</p><p></p><p>What effect do you feel your increased "strictness" has on play?</p><p></p><p>3) I'm very curious about your thoughts on skilled play of the fiction and prepped/encoded scenario design vs No Myth play. For instance, my thoughts are as follows (you can tell me if you agree/disagree/how):</p><p></p><p>a) Skilled Play of the fiction orbits around how granular the spatial and temporal relationships of the system/play-space are. For instance, Torchbearer's dungeon is procedurally generated and much less "myth-ey" than your typical map and keyed Dungeon Crawl. However, because all of the relationships work holistically, skilled play is extraordinarily high (honestly, higher than classic D&D for sure). </p><p></p><p>If the game's encoded units, spatial relationships, temporal relationships, and/or/either the referees framing and telegraphing (not too much...not too little...provocative but no more) have disagreements, you'll have a (let's call it) "skilled play leakage" that damages the competitive play environment (possibly to the point of no recovery).</p><p></p><p>b) Once you get into a situation where granularity of spatial, temporal, game unit relationships change, skilled play changes. What is the biggest example of this in TTRPGs?</p><p></p><p>Leaving the dungeon. </p><p></p><p>Now here, GM framing, the game's encoded pressure points, deft GM deployment of those pressure points (in both framing and complication rendering), and the action resolution mechanics are absolutely paramount. </p><p></p><p>There is not much use for heavy myth/prep here in my opinion (in fact, I suspect it can serve as an impediment in many cases).</p><p></p><p>For instance...I would all but guarantee that there is no D&D game ever that has a more wilderness Skilled-Play-intensive play loop than my Perilous Journeys (using The Perilous Wilds) in Dungeon World...particularly those Perilous Journeys that involve topographical hazards/obstacles. </p><p></p><p>This is because the game works extremely well (and coherently) in all of the ways I mentioned above and because I'm very familiar with (a) outdoor hazards/obstacles and (b) how to mechanize them in Dungeon World action resolution and resource attrition.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8261595, member: 6696971"] Bolded the strict there. Working backwards: 1) I couldn't say for sure if you put more emphasis on the negotiation stage of Pos/Eff in Blades, but mine is as orthodox as it gets. Assess Threat for Position (and convey that explicitly) and Assess Factors for Effect (and convey that explicitly). My guess is that I have players sacrificing Position for Effect at likely the normal rate (if there is one) across the distribution of Blades games; that is to say, a fair bit. Getting xp for a Desperate Action Roll and then marshaling all your resources to ensure a 6 is likely pretty common among Blades tables (and it fits with the play paradigm/genre tropes). 2) What work is "strict" doing in the refereeing of DW above? Are you saying you figure you're more apt to "say no" to a proposed player move? Or that you're more apt to "not use answers" of players? Or that your frequency of question asking is reduced by compared to my own? Some combination of those ? Something else? What effect do you feel your increased "strictness" has on play? 3) I'm very curious about your thoughts on skilled play of the fiction and prepped/encoded scenario design vs No Myth play. For instance, my thoughts are as follows (you can tell me if you agree/disagree/how): a) Skilled Play of the fiction orbits around how granular the spatial and temporal relationships of the system/play-space are. For instance, Torchbearer's dungeon is procedurally generated and much less "myth-ey" than your typical map and keyed Dungeon Crawl. However, because all of the relationships work holistically, skilled play is extraordinarily high (honestly, higher than classic D&D for sure). If the game's encoded units, spatial relationships, temporal relationships, and/or/either the referees framing and telegraphing (not too much...not too little...provocative but no more) have disagreements, you'll have a (let's call it) "skilled play leakage" that damages the competitive play environment (possibly to the point of no recovery). b) Once you get into a situation where granularity of spatial, temporal, game unit relationships change, skilled play changes. What is the biggest example of this in TTRPGs? Leaving the dungeon. Now here, GM framing, the game's encoded pressure points, deft GM deployment of those pressure points (in both framing and complication rendering), and the action resolution mechanics are absolutely paramount. There is not much use for heavy myth/prep here in my opinion (in fact, I suspect it can serve as an impediment in many cases). For instance...I would all but guarantee that there is no D&D game ever that has a more wilderness Skilled-Play-intensive play loop than my Perilous Journeys (using The Perilous Wilds) in Dungeon World...particularly those Perilous Journeys that involve topographical hazards/obstacles. This is because the game works extremely well (and coherently) in all of the ways I mentioned above and because I'm very familiar with (a) outdoor hazards/obstacles and (b) how to mechanize them in Dungeon World action resolution and resource attrition. [/QUOTE]
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