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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7398481" data-attributes="member: 82106"><p>Right. Basically the conceit of DW is you are THE character of a class. Class is not a categorization OF characters, its a specific rule set which applies to YOU uniquely in the world. So if you play a fighter, you are THE fighter. Thus you start with the fighter's equipment list, which has a couple choices on it, but is generally fairly cut-and-dried. Things also tend to be 'kits', so you get the standard kit, plus armor and a weapon, and maybe a choice between a shield and something else (I could go look it up, but you get the idea). You get some 'coins' too, with which you can make certain types of moves, like buying more stuff. There is an encumbrance system, its very simple and clearly meant to just provide a reasonable indication of what would be a feasible load. It certainly isn't intended to be a detailed logistical game, although I guess you COULD play it that way.</p><p></p><p></p><p>Right. DW has a fairly straightforward setup that way. Certain items have 'tags' which grant them properties that benefit the character in specific situations. Its pretty much like 4e keywords. Actual magic items are a little bit more interesting, such as:</p><p></p><p></p><p>(this is, in my estimate, a quite powerful item, many of them are fairly trivial). It is a good illustration of the sorts of ways that DW can work. It grants the user quite a bit of narrative power actually!</p><p></p><p></p><p></p><p>Yeah, 4e has a bit of an incoherent approach to basic equipment. Its all carefully laid out and priced, and then it hardly ever matters. I guess you could impose a narrative need to have the specific equipment you need in order to, say, use a skill in an SC in a certain way, so it would be fictional positioning. I preferred to generally treat it like a part of the challenge, so players failures could be narrated as missing equipment, or a success could be narrated as having been prepared and thus provided with exactly the right thing. </p><p></p><p>I think it would be reasonable to also do something like make a check to see if you had something appropriate and hold that resource in reserve for the proper moment, sort of like Cortex+ Heroic.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7398481, member: 82106"] Right. Basically the conceit of DW is you are THE character of a class. Class is not a categorization OF characters, its a specific rule set which applies to YOU uniquely in the world. So if you play a fighter, you are THE fighter. Thus you start with the fighter's equipment list, which has a couple choices on it, but is generally fairly cut-and-dried. Things also tend to be 'kits', so you get the standard kit, plus armor and a weapon, and maybe a choice between a shield and something else (I could go look it up, but you get the idea). You get some 'coins' too, with which you can make certain types of moves, like buying more stuff. There is an encumbrance system, its very simple and clearly meant to just provide a reasonable indication of what would be a feasible load. It certainly isn't intended to be a detailed logistical game, although I guess you COULD play it that way. Right. DW has a fairly straightforward setup that way. Certain items have 'tags' which grant them properties that benefit the character in specific situations. Its pretty much like 4e keywords. Actual magic items are a little bit more interesting, such as: (this is, in my estimate, a quite powerful item, many of them are fairly trivial). It is a good illustration of the sorts of ways that DW can work. It grants the user quite a bit of narrative power actually! Yeah, 4e has a bit of an incoherent approach to basic equipment. Its all carefully laid out and priced, and then it hardly ever matters. I guess you could impose a narrative need to have the specific equipment you need in order to, say, use a skill in an SC in a certain way, so it would be fictional positioning. I preferred to generally treat it like a part of the challenge, so players failures could be narrated as missing equipment, or a success could be narrated as having been prepared and thus provided with exactly the right thing. I think it would be reasonable to also do something like make a check to see if you had something appropriate and hold that resource in reserve for the proper moment, sort of like Cortex+ Heroic. [/QUOTE]
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