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Why does 5E SUCK?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6649968" data-attributes="member: 82106"><p>Every game is good at what it is good at. It may be good at several things, it may be good at only one thing. DW is quite good at emulating the NARRATIVE of 'classic' B/X D&D, but with a completely different type of mechanics and a wholly different type of game. B/X is a procedural player-challenge game of hidden knowledge and logistical problem-solving, with some tactics thrown in. DW is a story-telling game. </p><p></p><p>So, when you ask "Is DW 'gritty'?" there isn't an answer to that. It should produce the narrative of a group of characters grittily grubbing through dungeons and such trying to husband their torches, find and avoid hazards, etc. However the players DO NOT in any sense in DW keep track of inventories or anything like that. Instead the DM might 'Reveal an Unwelcome Truth' with "your last torch is showing signs of burning down, you have maybe 10 more minutes of light and then you'll have to continue in pitch darkness..." </p><p></p><p>Now, there's a narrative consistency aspect to the game, like any RPG, so if the party has explicitly acquired a vast stockpile of torches you'd have to explain how they're no longer available. Still, its very hard to use the sorts of terminology with DW that you would use with procedural exploration games like D&D, although 4e is in some sense in a bit different class.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6649968, member: 82106"] Every game is good at what it is good at. It may be good at several things, it may be good at only one thing. DW is quite good at emulating the NARRATIVE of 'classic' B/X D&D, but with a completely different type of mechanics and a wholly different type of game. B/X is a procedural player-challenge game of hidden knowledge and logistical problem-solving, with some tactics thrown in. DW is a story-telling game. So, when you ask "Is DW 'gritty'?" there isn't an answer to that. It should produce the narrative of a group of characters grittily grubbing through dungeons and such trying to husband their torches, find and avoid hazards, etc. However the players DO NOT in any sense in DW keep track of inventories or anything like that. Instead the DM might 'Reveal an Unwelcome Truth' with "your last torch is showing signs of burning down, you have maybe 10 more minutes of light and then you'll have to continue in pitch darkness..." Now, there's a narrative consistency aspect to the game, like any RPG, so if the party has explicitly acquired a vast stockpile of torches you'd have to explain how they're no longer available. Still, its very hard to use the sorts of terminology with DW that you would use with procedural exploration games like D&D, although 4e is in some sense in a bit different class. [/QUOTE]
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