Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Why do RPGs have rules?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 9032184" data-attributes="member: 82106"><p>I don't know. Frankly all this 'lusory' this and 'prelusory' that and whatever whatever whatever is not all that relevant to me. I KNOW this for a fact. You sit down at the table and play Dungeon World, there is only one game process that happens. It is a discussion about what the next part of the fiction will be, and the rules define how that discussion is held, and constrain the various participants to saying things which comport with various statements labeled 'agenda', 'principles', and 'techniques'. This discussion never wavers, it never ceases, it never breaks down, it is definitionally the play of Dungeon World. That's what I know. Anything can be discussed, there is no point at which the participants will ever just throw up their hands and say "well, we cannot discuss that, its simply impossible to apply the rules" because the ONLY core rule is "discussion is play." And this is NOT my idea, it is clearly and unequivocally spelled out in exactly these terms by Vince Baker! </p><p></p><p>All the other machinery of DW layers on top of that. So we get moves, which are a mechanic and associated refinement on what is then supposed to be said by whichever party. We have things like damage, gear, tags, hold, forward, etc. which also layer on top and allow us to trigger certain moves based on mechanical considerations (IE you lost all your hit points, the Death's Door move now happens). But none of those layers that go on top displaces the core, they are literally added layers that provide genre/milieu/agenda specific color to the core conversational loop, which always exists beneath them. If one of these mechanics fails, if it cannot be determined how to use it in a given situation, then you fall back to the conversation and decide. If no moves/mechanics/etc. apply, then the raw conversation itself serves to move things forward without any issues (the core GM moves framework is so general that it is already robust against any such failure). </p><p></p><p>THE only breakdown in play that can really happen in Dungeon World is a failure of the participants to speak to each other and come to an agreement as to what the fiction will be next. There could be any range of possible reasons for that, though I will admit at this point that you can formulate that in terms of lusory and prelusory goals or whatever you want. For me, talking about actual rubber meets road game play at tables those formulations have limited value. I might say to a GM who insists on violating the agenda and principles of DW on his side of the conversation something like "I don't think X is a principled thing for the GM to say, and my argument is Y." I expect a response along the lines of either "oh, OK" or "wait, here's my counterargument." or POSSIBLY "OK, I agree, but I think it behooves us to cheat a little in our DW game for reason Q. Do you agree?" Obviously anything happening from there is really no different from a disagreement about how to play 5e, someone's view prevails or the game ends.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9032184, member: 82106"] I don't know. Frankly all this 'lusory' this and 'prelusory' that and whatever whatever whatever is not all that relevant to me. I KNOW this for a fact. You sit down at the table and play Dungeon World, there is only one game process that happens. It is a discussion about what the next part of the fiction will be, and the rules define how that discussion is held, and constrain the various participants to saying things which comport with various statements labeled 'agenda', 'principles', and 'techniques'. This discussion never wavers, it never ceases, it never breaks down, it is definitionally the play of Dungeon World. That's what I know. Anything can be discussed, there is no point at which the participants will ever just throw up their hands and say "well, we cannot discuss that, its simply impossible to apply the rules" because the ONLY core rule is "discussion is play." And this is NOT my idea, it is clearly and unequivocally spelled out in exactly these terms by Vince Baker! All the other machinery of DW layers on top of that. So we get moves, which are a mechanic and associated refinement on what is then supposed to be said by whichever party. We have things like damage, gear, tags, hold, forward, etc. which also layer on top and allow us to trigger certain moves based on mechanical considerations (IE you lost all your hit points, the Death's Door move now happens). But none of those layers that go on top displaces the core, they are literally added layers that provide genre/milieu/agenda specific color to the core conversational loop, which always exists beneath them. If one of these mechanics fails, if it cannot be determined how to use it in a given situation, then you fall back to the conversation and decide. If no moves/mechanics/etc. apply, then the raw conversation itself serves to move things forward without any issues (the core GM moves framework is so general that it is already robust against any such failure). THE only breakdown in play that can really happen in Dungeon World is a failure of the participants to speak to each other and come to an agreement as to what the fiction will be next. There could be any range of possible reasons for that, though I will admit at this point that you can formulate that in terms of lusory and prelusory goals or whatever you want. For me, talking about actual rubber meets road game play at tables those formulations have limited value. I might say to a GM who insists on violating the agenda and principles of DW on his side of the conversation something like "I don't think X is a principled thing for the GM to say, and my argument is Y." I expect a response along the lines of either "oh, OK" or "wait, here's my counterargument." or POSSIBLY "OK, I agree, but I think it behooves us to cheat a little in our DW game for reason Q. Do you agree?" Obviously anything happening from there is really no different from a disagreement about how to play 5e, someone's view prevails or the game ends. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why do RPGs have rules?
Top