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Why do RPGs have rules?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9044792" data-attributes="member: 82106"><p>You can certainly employ tagging. Its not that common IME to use it in Dungeon World as a way to dynamically portray traits of a situation, but I guess its possible. Generally speaking you put tags on things like monsters in order to characterize their fiction in mechanical terms (IE a messy tag on a really ugly physical attack). There are also 'instincts' for NPCs/Monsters that tell you about them which are very similar to Fate Aspects, but generally they are simply advisory. Monsters also have moves, like "Aboleth - Instinct: To command. Moves 1) Invade a mind, 2) Turn minions on them, 3) Put a plan in motion" These pretty much tell us how to run the thing. </p><p></p><p>Terrain could definitely have tags too. There's no list of such tags, and thus no particular established rules for terrain, per se. Locations/environments however DEFINITELY have MOVES! So a sticky log could have a 'stuck' move, which could create some sort of effect on anyone who triggers it. Something like a pit could be described this way, though interestingly DW doesn't actually speak about traps AFAIK EXCEPT for the Thief move 'TRAP EXPERT' which doesn't actually establish any rules for traps per se, and TRICKS OF THE TRADE, which can be used to disarm them. I would basically instantiate a trap as a sort of monster with a move, a nature, and possibly a couple of tags describing if it can be disarmed, if its hidden, etc. A fair amount appears to have been written on this subject!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9044792, member: 82106"] You can certainly employ tagging. Its not that common IME to use it in Dungeon World as a way to dynamically portray traits of a situation, but I guess its possible. Generally speaking you put tags on things like monsters in order to characterize their fiction in mechanical terms (IE a messy tag on a really ugly physical attack). There are also 'instincts' for NPCs/Monsters that tell you about them which are very similar to Fate Aspects, but generally they are simply advisory. Monsters also have moves, like "Aboleth - Instinct: To command. Moves 1) Invade a mind, 2) Turn minions on them, 3) Put a plan in motion" These pretty much tell us how to run the thing. Terrain could definitely have tags too. There's no list of such tags, and thus no particular established rules for terrain, per se. Locations/environments however DEFINITELY have MOVES! So a sticky log could have a 'stuck' move, which could create some sort of effect on anyone who triggers it. Something like a pit could be described this way, though interestingly DW doesn't actually speak about traps AFAIK EXCEPT for the Thief move 'TRAP EXPERT' which doesn't actually establish any rules for traps per se, and TRICKS OF THE TRADE, which can be used to disarm them. I would basically instantiate a trap as a sort of monster with a move, a nature, and possibly a couple of tags describing if it can be disarmed, if its hidden, etc. A fair amount appears to have been written on this subject! [/QUOTE]
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