These are not exceptions.They are the basic rules for playing *world. The rules specifically say to use hard moves at any the following times:Cyberzombie wrote:Well like any rules-lite game, it hands a lot of power to the DM and assumes he won't be a total dick just for the sake of being a dick. And hell, a D&D DM can just have 100 balors teleport in at any time too. I figure the majority of the exceptions in AW are mostly for just if your PCs are acting stupid and inviting surprise attacks.Previn wrote: In fact that whole paragraph you quoted could basically just read: The GM can do a hard move when the frell ever.
- After a soft move, but sometimes just because as well, without even following a soft move.
- After a miss.
- When the players hand you the opportunity.
- When you plans don't get interrupted by PC actions.
That covers basically any situation in the entire game of *world, probably without exception. Even a success can be a player handing you an opportunity which the books says should be met with a hard move.
Let's look at your 100 Balors in D&D. First it has to be a status quo encounter (DMG pg.48) due to the method you're trying to use it. That means that you're supposed to tell the players that you're using status qou encounters specifically so that they know that some things will just kill them if the insist on engaging.
Now, even if you informed the players of that, the rules say that a EL of 5 or more above the parties is an 'overpowering' encounter, which the PCs should run from because they will almost certainly lose, again as per the DMG pg. 49-50. This is further backed up by the XP reward table on pg.38 which doesn't award xp for things with a CR 8 above the parties' level and has a specific note about this : "The table doesn’t support awards for encounters eight or more Challenge Ratings higher than the character’s level. If the party is taking on
challenges that far above their level, something strange is going on, and the DM needs to think carefully about the awards rather than just taking them off a table. "
So, in D&D if you drop 100 Balors on your players, they can call you out on it as the bullshit it is because the rules of D&D tell you that that is not a fair encounter and bad things will happen from it if played out.
Neither game outright forbids dropping 100 Balors because you're a bad GM. But D&D gives the players the knowledge that the GM is doing things wrong, and gives the GM knowledge of what is typically a good encounter while in *world... well, frell you.
