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Why defend railroading?
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<blockquote data-quote="Ovinomancer" data-source="post: 8348977" data-attributes="member: 16814"><p>I am convinced it creates a wildly different game. I can sit at a table where DW is being played in D&D mode, with lots of GM prep for the setting and with D&D pacing, and that game will be wildly different from a game where you lean into the game as presented because that game will be frenetic, have lots of player definitions of the setting and plot elements in play, and will not feel at all the same.</p><p></p><p>Specifically, the principles of play are rules, not suggestions, for how you are to play PbtA games. Not following through on them to the best of your ability is like ignoring AC when you want a monster to hit in D&D. The principles of play are as definitional as the 1-6, 7-9, 10+ of the checks. There's room for interpretation and execution there, yes -- your DW game will not be like mine exactly, but when we compare notes it should be about how we leveraged the principles differently -- maybe I prioritized fill their lives and you prioritized ask questions in this moment of play, and that will give different results. But, you can't just decide that "fill their lives" is an occasional thing and you want to run some slow downtime with the game -- you've now stepped outside the principles and therefor the intended game.</p><p></p><p>And this is importing how D&D works, and D&D sensibilities, into a game that isn't D&D. It's dragging culture in that doesn't align with the intended play, and then using that dragged culture to explain that it's not not playing DW to play it a different way. I don't agree, and I think that this culture of "anyway is fine" that is true inside the D&D community is not universal. I find this argument expects system to support the imported mode of play and then blames the system for failing to provide for the assumed mode of play. You see this with 5e all the time. DW will fight you if you try to play it like D&D, and then you have to spend the extra time dealing with that, or restricting what happens in play.</p><p></p><p>Couldn't say.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8348977, member: 16814"] I am convinced it creates a wildly different game. I can sit at a table where DW is being played in D&D mode, with lots of GM prep for the setting and with D&D pacing, and that game will be wildly different from a game where you lean into the game as presented because that game will be frenetic, have lots of player definitions of the setting and plot elements in play, and will not feel at all the same. Specifically, the principles of play are rules, not suggestions, for how you are to play PbtA games. Not following through on them to the best of your ability is like ignoring AC when you want a monster to hit in D&D. The principles of play are as definitional as the 1-6, 7-9, 10+ of the checks. There's room for interpretation and execution there, yes -- your DW game will not be like mine exactly, but when we compare notes it should be about how we leveraged the principles differently -- maybe I prioritized fill their lives and you prioritized ask questions in this moment of play, and that will give different results. But, you can't just decide that "fill their lives" is an occasional thing and you want to run some slow downtime with the game -- you've now stepped outside the principles and therefor the intended game. And this is importing how D&D works, and D&D sensibilities, into a game that isn't D&D. It's dragging culture in that doesn't align with the intended play, and then using that dragged culture to explain that it's not not playing DW to play it a different way. I don't agree, and I think that this culture of "anyway is fine" that is true inside the D&D community is not universal. I find this argument expects system to support the imported mode of play and then blames the system for failing to provide for the assumed mode of play. You see this with 5e all the time. DW will fight you if you try to play it like D&D, and then you have to spend the extra time dealing with that, or restricting what happens in play. Couldn't say. [/QUOTE]
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