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Why do RPGs have rules?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9014932" data-attributes="member: 82106"><p>I would call this exactly the equivalent of an encounter table in any D&D module. In this particular environment the GM has chosen to embody the possibility of encountering gelatinous cubes, and some sort of plot-relevant outcome, as a custom move tied to that particular environment. As the explanatory text on Dungeon World p347 explains, this is basically a way to simplify the adjudicating of what would already be a Defy Danger, and could produce exactly the same results. Its almost like adding a note to the key of your dungeon. To call that 'rule creation' seems absurd. If it is, then every time you mark a note like "This door's handle contains a poisoned needle which the PC may detect on a Hard Perception check. The poison is..." Does that sound like a rule? GM fiat? No, so neither is the DW example. Its simple environment design!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9014932, member: 82106"] I would call this exactly the equivalent of an encounter table in any D&D module. In this particular environment the GM has chosen to embody the possibility of encountering gelatinous cubes, and some sort of plot-relevant outcome, as a custom move tied to that particular environment. As the explanatory text on Dungeon World p347 explains, this is basically a way to simplify the adjudicating of what would already be a Defy Danger, and could produce exactly the same results. Its almost like adding a note to the key of your dungeon. To call that 'rule creation' seems absurd. If it is, then every time you mark a note like "This door's handle contains a poisoned needle which the PC may detect on a Hard Perception check. The poison is..." Does that sound like a rule? GM fiat? No, so neither is the DW example. Its simple environment design! [/QUOTE]
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