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Why do RPGs have rules?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9032199" data-attributes="member: 82106"><p>GM has a very strong facilitator kind of role in narrative play, yes. They are (generally, some games are different of course) bringing a lot of, maybe even all, of the direct 'tell the fiction' to the table. However, they're not as much of a director of all the action as they are in a trad/classic game. I agree with [USER=7027139]@loverdrive[/USER] though, the GM in a Dungeon World game is no more constrained than a player, probably less so, in your game. </p><p></p><p>There's also the practice and feel of play as opposed to the bare nuts and bolts of things. I'd say I've experienced being the lead fiction developer in DW games. These were particularly games with people straight out of long experience in 2e/3e/5e D&D games where they seem to have been heavily trained not to assert anything. Such a game is not generally at the highest level of DW play, at least until the players realize what the situation really is and step up. But even that aside, yeah, GMs have a lot of power even in DW, even if the players take the game by the horns and run it hard. I can still say "oh, hey, soft move, guess what, my threat that I wrote into a front the other day just showed up!" And DW is pretty much assured of giving me the soft (or hard) move opportunity for that real soon! Even the cleverest of players are going to get framed into a dicey situation before too long.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9032199, member: 82106"] GM has a very strong facilitator kind of role in narrative play, yes. They are (generally, some games are different of course) bringing a lot of, maybe even all, of the direct 'tell the fiction' to the table. However, they're not as much of a director of all the action as they are in a trad/classic game. I agree with [USER=7027139]@loverdrive[/USER] though, the GM in a Dungeon World game is no more constrained than a player, probably less so, in your game. There's also the practice and feel of play as opposed to the bare nuts and bolts of things. I'd say I've experienced being the lead fiction developer in DW games. These were particularly games with people straight out of long experience in 2e/3e/5e D&D games where they seem to have been heavily trained not to assert anything. Such a game is not generally at the highest level of DW play, at least until the players realize what the situation really is and step up. But even that aside, yeah, GMs have a lot of power even in DW, even if the players take the game by the horns and run it hard. I can still say "oh, hey, soft move, guess what, my threat that I wrote into a front the other day just showed up!" And DW is pretty much assured of giving me the soft (or hard) move opportunity for that real soon! Even the cleverest of players are going to get framed into a dicey situation before too long. [/QUOTE]
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