He disappears a lot and afks it seems . Oh well no rush . I ' m only 4 weeks behind on the ladder . <| sep |> putclcmdrate 66 in consoleor putclcmdrate 666 if you ' re feeling fiendishPS both mean the same <| sep |> Exactly what I was looking for thank you . When you speak of quality on the TDs , what specifics are you talking about ? The boost ? The knit ? How comfortable they are ? <| sep |> 5 Crates for one of the cars ? <| sep |> Correct me if I ' m wrong , but I ' m pretty sure this is standard price for a 1060 ? <| sep |> I doubt it was Jared . If I have to guess , it ' s more like Reince , not Jared , pushed for Romney . <| sep |> Alright , well , basically there were four main criteria for the system I was going to use . Criteria one is that it needed to be a system I enjoyed using . Since I intended for the scale of this WM campaign to exceed the size of my last one , and the last one had me running two games a week for almost a year , I knew that I needed to pick a game that I wouldn ' t get tired of . Criteria two was that it needed to be relatively streamlined . Particularly I was concerned about the speed of resolving actions especially combat scenarios due to random encounters , the ease of building a player character as I mentioned a lot of online players vanish without warning and waste your time on this , and the ease of building mechanically significant content pieces like monsters or traps . Ideally the rules would still have a fairly predictable progression of difficulty , too . Criteria three is that the game needed to be relatively popular . I didn ' t have a stable of 16 friends ready to play West Marches in whatever system I chose , so it needed to be something with an existing player base . Finally , it needed to fit Ben ' s core concept for WM something where the players basically know that the world is consistent and predictable . This meant in contrast to points one and two most of the time it had to be a set of rules that deemphasized raw improvisation by the GM . So , basically , there was a set of games that fit some of the criteria but not all of them . Modern DDs fit criteria 3 and 4 , but not 1 and 2 . OSR DDalikes typically fit criteria 1 and 2 , but not 3 and 4 . Torchbearer fit criteria 1 and 4 , but not 2 and 3 . The list goes on like that . I chose Dungeon World because out of all the criteria I figured 1 and 3 are the ones that are kind of built in stone and it fit both of those . It happened to be streamlined 2 , which just left criteria 4 making it play nice with Ben ' s DD 3 rd edition inspired campaign setting . Basically this made trouble for me in three areas . The first area is the fact that it needed to be a consistent and predictable simulation of a fantasy setting so the players got that GM as impartial arbiter feel . Dungeon World likes its improv , so on the face of it that is a problem . But the most important discovery I made last time I ran WM is that some people will blame the GM no matter how handsoff they get . So I wasn ' t aiming for a perfectly handsoff experience , just handsoff enough that most players would blame their own actions and the system for what happens instead of me personally . So I resolved that issue in two ways . The first way is by leveraging DW ' s emphasis on the fiction and saying what the truth demands . Basically , I went out and did a lot of field research by answering questions like how far can a soldier or hobbyist hiker march in a day ? or what is the horizon distance formula ? or how far away can you see a house in the woods ? or how does sword fighting actually work ? or how far do you have to fall onto a hard surface before you basically die ? . By having actual real world answers for most situations that came up in my game I can simply present truthful information , which by its nature is predictable and consistent . The second way I resolved that issue is by creating more specific guidelines for myself . DW already offers some guidelines , for example leading with a soft move before a hard one , or following the instinct of a monster when deciding on its actions , but I went a step further by creating certain parameters where I must use certain GM Moves or specific conditions that must be met before I use certain other ones . This is triply important for my campaign because it uses two GMs so the experience needs to not only be consistent for all players but also across both GMs . The second area I made changes to are issues with explorationfocused gameplay . Basically , you can ' t discover something you ' ve invented yourself , and DW loves to recommend that players should make up parts of the world . I was concerned removing that would undermine the premise of the system , so I emailed Adam Koebel about it and he said basically that the whole everyone sits down and improvs up the world out of nothing was just how they marketed the game and not a core feature so I would be fine throwing it out the airlock . This resulted in changes like how you need to justify Spout Lore first there are lots of things out there that nobody knows about , so how could you Spout Lore on them ? , or answering all Discern Realities questions with what the truth demands if it ' s there then you find it , if not then you don ' t and I won ' t make something up just so you have something to find . The final area where I made a few changes are to the quantumnarrative shenanigans going on in several places like Adventuring Gear or Ammo . This is just because if the game world doesn ' t work the same way the real world does then it gets hard to say what the truth demands from part 1 my research stops being applicable when people can ' t look in their arrow quiver and know how many more shots they have left , or things of that nature . All of the other changes I made were just specific to my particular setting which was a gritty dark fantasy with an emphasis on things getting worse , survival , and exploring . Have you looked at freebooters on the frontier ? I have , and it ended up not being as useful as I had hoped because it really embraces the everybody makes stuff up version of exploring rather than the PCs explore a world that preexists version of exploring that is more what WM is traditionally about . It did give me a lot to think about , so it was a valuable purchase . For instance , how do I handle weather ? But the exact implementation of most things provided by the book wasn ' t really the sort of implementation I was after .