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Genre: Gaming
Uploaded At Jul 30, 2021 ^^
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RYD date created : 2022-01-19T15:42:41.978779Z
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Top Comments of this video!! :3
This is essentially the line that sold me on giving Dungeon World a try. It is rules lite, narrative heavy system meant to emulate the D&D genre. When you play D&D a lot of times you are caught up in the rules in the moment but afterwards all you remember is the fiction. In DW you are caught up in the fiction both during and after the game.
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Depends on what you'd qualify as a 'plot twist'; human memory is partially narrative in structure anyway, so even things which are entirely governed by rules interactions in the moment they occur can be remembered in terms of plot developments in retrospect.
I can remember a few moments from games like GURPS and the Warhammer ones where a character or item (or even location) that was intended to be important, managed to melt, dissolve or be catapulted into orbit due to an unlikely roll result - though I think this is in part because I've played at a lot of tables where the game is fairly conversational and people are happy to talk about out-of-character stuff when they're not actively role-playing. I think that may have allowed me to remember the moment as a rules interaction out-of-game, just as vividly as I remember it as a development in the narrative in-game; I don't know what I would have thought about those same situations if they'd happened at tables where everything was kept more strictly character-focussed. Maybe they'd look more like part of the story of those characters, and less like weird stuff our dice caused that day? Still not sure which I prefer in principle; in practise, it's definitely whichever thing is more fun with that particular group of people.
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I disagree, very often in the PF2e games I run and play in, the fate of a character is determined by a decision made during character creation or by a certain feat choice. When the nat 1 on a deadly save might be countered by the anti-magical background of your tank and you only just remembered it, you can get fairly excited.
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I disagree somewhat. While you are generally correct, there have actually been a couple times in my games where someone suddenly remembered an obscure rule or overlooked feature which saved our party's butts, and those moments were pretty memorable.
One recent example was when I was playing a half-elf bard, and at a key moment suddenly remembered I was immune to sleep spells. It turned the whole encounter around in an instant.
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@DahrkDaiz
3 years ago
I love this. Far too often game designers think engaging a player is simply about making a challenge or puzzle that's difficult to overcome. While that can be memorable, it's how you make the player feel that sticks with them. Presentation matters.
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