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Isn't this sort of like what Vincent mention a while ago, about that fruitful "space" in the game flow that's not covered by mechanics? Like morality / faith in Dogs. The mechanics don't get in the way of judging the moral standing of your character - there's a lack of "saving throw vs apostasy" rolls and such - but there's DWM driving in lots of other pieces. So perhaps that's part of a sweet spot between the two?
DWDM game has a wide variety of mechanics, some of which will be used and some of which won't. DWDM design doesn't try to point you at what matters, it assumes you already know.
(Although I do find it interesting that Green Ronin and some other companies are starting to do setting material without game stats -- setting books that are just setting, with multiple secondary books containing stats in different systems for said setting. I wonder how that's going to work out for them....)
You can hire a landscaper to build a work of art in your yard, or you can hire a gang of ruffians to destroy everyone else's.
There was this time that my copy of Sorceror jumped of the shelf and burned the covers off my White Wolf books with its laser vision. But I digress.
You have a system that handles this combat stuff and that alignment stuff over there, so that you can get down to the nitty gritty soap-opera (for boys) that is one of the major reasons you're playing game. It was the skills of the people around the table that made it work, and the idea that similar structure could come from the game mechanics was pretty alien. This was the height of the era in which we'd hear games proclaim "rules that get out of the way so you can get on with what really matters!" DWDM was here to stay.
Violence Sex Family Money God Art will ask players to decide, when they start the game, what it's about, what matters.
After that, the game focuses on that, or at least that's the intention (we'll see whether it succeeds)
Can you see why I'm interested in DWDM?
Can we change the vocabulary from "DWDM is bad design" to "I don't understand DWDM" or "I don't like DWDM games"?
I think it most often is bad design as well. However, it can also be seen as designing to the skill sets "most" RPGers have. Most D&D influenced gamers I've seen are actually pretty good at doing lots of their story-generation stuff themselves, even though they do it at an unacknowledged level. (That level brings them lots of problems when they play certain Nar games with strong story control elements, because they can't "just do it" the way they always have.)
If those folks want games that let them use their own systems to handle those things, then desigining games that leave free space for those systems is a good thing.
I retain my skepticism until the time that I play one such game that, when the rules are followed, works.Design What Doesn't Matter doesn't work by you reading the book and following the rules in the book and no others. Design What Doesn't Matter works by you sitting down with your friends and using your social contract level rules for determining What Matters and letting the published material handle What Doesn't Matter.
Design What Doesn't Matter doesn't work by you reading the book and following the rules in the book and no others.
Because they're in a sim head space where they want things to feel real. Vermisilitude is important to lots of folks, and they go about getting it by a sort of dice-regulated naturalism that seems odd and akward to you and me -- but that seems fully natural to them.
You will never find that game because you do not play that way.


I'd personally say that at the very least DWDM is not helpful in getting newbs into the game because you have to know how to play already in order to play. This is a problem, and a big one. It also sort of highlight the reason why the Origins Awards have looked like they have for the last several years (lots of DWDM, no innovation, and a failing game market).
All things being equal, a good design will win out. That isn't a Narrativist thing -- it's a basic fact.
I've GMed for and played with people I loved and trusted, and with those I didn't. I found them to be uniformly weaker experiences than rules that drive conflict.
Is there a style of play that can only be achieved by playing a DWDM game?GURPS is very much toolkit design. The books are full of optional rules, things that can be bolted on or stripped off of what is, at its core, a very light system. GURPS Lite is what, eight pages? It just happens to give you a fair bit of instruction as to when and how to bolt the pieces together, more than any other game of its type.