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Why do RPGs have rules?
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<blockquote data-quote="pemerton" data-source="post: 9044034" data-attributes="member: 42582"><p>I don't pretend to have a solid grasp of FitD. To me it seems a bit "funkier" than AW: whether that's good or bad must be a matter of taste, but I think it makes it harder for an outsider to fully grasp the technical aspects.</p><p></p><p>My personal "alarm bell" in reading something about AW/DW is someone who worries that Discern Realities is an "XP farm" in DW - this shows that they don't get what the GM is meant to do, when it comes both to hard moves and soft moves. For AW the equivalent is "you can't do mysteries in AW", which again to me shows they don't get the whole <em>play to find out</em> thing.</p><p></p><p>About a year ago I ran a session of In A Wicked Age for two teens and a dad - the teens have only played 5e neo-tradish D&D, and the dad various sorts of D&D and some 80s classics like RM, RQ etc. They had no trouble working out how to do things - occasionally they would ask for advice/permission, but that's not unusual for anyone learning a new game. I think the game unfolded a bit differently from what Vincent Baker had in mind when he wrote it - the neotrad sensibilities really shone through, meaning a lot of negotiated compromise rather than pushing conflicts through to brutal defeats! But the basic processes of play, including the way fiction is built up out of processes of framing and resolution, didn't faze them.</p><p></p><p>Now that's a tiny sample size! But it does shape my thinking - it's a certain trad-ish approach that I think is the most diametrically opposite in comparison to AW and similar games.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9044034, member: 42582"] I don't pretend to have a solid grasp of FitD. To me it seems a bit "funkier" than AW: whether that's good or bad must be a matter of taste, but I think it makes it harder for an outsider to fully grasp the technical aspects. My personal "alarm bell" in reading something about AW/DW is someone who worries that Discern Realities is an "XP farm" in DW - this shows that they don't get what the GM is meant to do, when it comes both to hard moves and soft moves. For AW the equivalent is "you can't do mysteries in AW", which again to me shows they don't get the whole [I]play to find out[/I] thing. About a year ago I ran a session of In A Wicked Age for two teens and a dad - the teens have only played 5e neo-tradish D&D, and the dad various sorts of D&D and some 80s classics like RM, RQ etc. They had no trouble working out how to do things - occasionally they would ask for advice/permission, but that's not unusual for anyone learning a new game. I think the game unfolded a bit differently from what Vincent Baker had in mind when he wrote it - the neotrad sensibilities really shone through, meaning a lot of negotiated compromise rather than pushing conflicts through to brutal defeats! But the basic processes of play, including the way fiction is built up out of processes of framing and resolution, didn't faze them. Now that's a tiny sample size! But it does shape my thinking - it's a certain trad-ish approach that I think is the most diametrically opposite in comparison to AW and similar games. [/QUOTE]
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