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General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: Why Buy Adventures?
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<blockquote data-quote="Hussar" data-source="post: 9465235" data-attributes="member: 22779"><p>But, again, the system is going to matter.</p><p></p><p>In, say, Ironsworn, virtually all of the "adventure" is generated in play, during the session. There is virtually no prep possible since the system is used to generate the content. That's what the Ironsworn rules do. Virtually nothing in D&D is generated during the session. The location, the NPC's, the situation, that's all generated by the DM before the session most of the time. If I declare that my character goes into the local smithy and talks to the blacksmith, by and large, I cannot do that unless the DM has detailed the fact that there is a smithy in the location I'm at. For example, if I'm in Phandalin, then the player 100% cannot declare that they talk to the blacksmith since there's no blacksmith in that town.</p><p></p><p>In many other systems, the player can declare "I talk to the blacksmith" and there will be a blacksmith in that location, because the player has declared that that is true. In D&D, you need to have your entire town detailed before the players can make any declarations about it. Sure, the DM can add things on the fly, if the DM feels like it, but, the DM can also say, "Well, in this town, there isn't a blacksmith to talk to." The content of the world and the adventures in that world all flow from the DM to the players, who react to the information given to them by the DM, and then back to the DM. That's the play loop.</p><p></p><p>That is not true in other systems where it is virtually impossible to prepare because the entire table is expected to generate content in play.</p><p></p><p>So, yes, I can say that system has a very significant impact on the level of preparation needed to play. D&D is very much on the high end here. You will have people who read the above and will vehemently oppose any such system in D&D. You absolutely cannot have player generated world building in D&D during play, is a very common refrain any time anyone suggests even the slightest bit of player authorial power. Which means that D&D is a high prep game. It has to be because nearly all the content needs to be created before play and it needs to be created by one person at the table.</p></blockquote><p></p>
[QUOTE="Hussar, post: 9465235, member: 22779"] But, again, the system is going to matter. In, say, Ironsworn, virtually all of the "adventure" is generated in play, during the session. There is virtually no prep possible since the system is used to generate the content. That's what the Ironsworn rules do. Virtually nothing in D&D is generated during the session. The location, the NPC's, the situation, that's all generated by the DM before the session most of the time. If I declare that my character goes into the local smithy and talks to the blacksmith, by and large, I cannot do that unless the DM has detailed the fact that there is a smithy in the location I'm at. For example, if I'm in Phandalin, then the player 100% cannot declare that they talk to the blacksmith since there's no blacksmith in that town. In many other systems, the player can declare "I talk to the blacksmith" and there will be a blacksmith in that location, because the player has declared that that is true. In D&D, you need to have your entire town detailed before the players can make any declarations about it. Sure, the DM can add things on the fly, if the DM feels like it, but, the DM can also say, "Well, in this town, there isn't a blacksmith to talk to." The content of the world and the adventures in that world all flow from the DM to the players, who react to the information given to them by the DM, and then back to the DM. That's the play loop. That is not true in other systems where it is virtually impossible to prepare because the entire table is expected to generate content in play. So, yes, I can say that system has a very significant impact on the level of preparation needed to play. D&D is very much on the high end here. You will have people who read the above and will vehemently oppose any such system in D&D. You absolutely cannot have player generated world building in D&D during play, is a very common refrain any time anyone suggests even the slightest bit of player authorial power. Which means that D&D is a high prep game. It has to be because nearly all the content needs to be created before play and it needs to be created by one person at the table. [/QUOTE]
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