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@dungeon-world
The ice is coming…
If You Play One Game in 2014
Play Dungeon World.
Over the last two or three years I’ve played quite a few games that were new to me: Eclipse Phase, The Burning Wheel, Fate Core & Fate Accelerated, Savage Worlds, Star Wars: Edge of the Empire, Numenera, and the one-two punch of Apocalypse World and Dungeon World.
They all stand out for one reason or another:
Eclipse Phase for a mind-blowing setting
The Burning Wheel for reinforcing deep character immersion
Fate Core for providing a virtually limitless palette for customization
Fate Accelerated for cinematic one-shots
Savage Worlds for painless large-scale combat
Star Wars: Edge of the Empire for preserving the wild and wooly action of a well-known universe
Numenera for delivering mechanics that reinforce discovery as a driving theme
Apocalypse World is different. There are two things about the game that must be played to truly understand. Reading about them in the rulebook isn’t enough to drive it home. You have to play the game.
The first is the 7-9 result. When you attempt to do something opposed or meaningfully difficult, you roll two six-sided dice. On a modified 7-9 result, you succeed, but with complications. Those complications depend on what sort of action you are taking. What’s important here is that success and failure are no longer the only two possible outcomes. The broad middle ground of barely succeeding, or succeeding with a cost, or succeeding and in the process screwing something up drives the story forward in unexpected and dramatic ways.
The second is the concept of Fronts. This is a tool the gamemaster can use to prepare the outlines of an adventure without filling in too many details. It sets the world in motion and gives purpose to the environment, villains, monsters, villains, and other elements in the game world that will affect the player characters. In 15 or 30 minutes a gamemaster can put together all the components of an adventure. It provides just the right kind of constraints, the kind that promote creativity and keep a gamemaster from wasting time on things that ultimately don’t matter.
Dungeon World uses these mechanics, but adapts them to the familiar world of Thieves, Paladins, Wizards, and the like. As such it is more accessible to most gamers than Apocalypse World, which is set in a bleak, post-holocaust environment. Fantasy is always the big seller, which is why Dungeon World is more well-known than its progenitor. That’s not to denigrate Dungeon World – a lot of care and effort was put into the game and it shows.
Here’s the thing about Dungeon World: It is a deceptively simple game that runs with surprising fluidity. It also demands that the gamemaster give ample room for the players to put their own mark on the world. So it does take some getting used to, particularly for veteran gamers. But once you have played it a few times, a curious thing happens.
You can’t stop thinking about it.
You want there to always be something in between success and failure.
You look forward to seeing what will happen when players make their mark on a world you set in motion as the gamemaster.
And the best bit of all is that you don’t have to play Dungeon World to get these things. Dungeon World is a game that gives you a new perspective on how games can be played. It makes those odd Edge of the Empire die mechanics seem much more natural and exciting. It gives you an approach to gamemastering that you can use with almost any game.
The only drawback to playing Dungeon World is that once exposed to it, you may never look at roleplaying games the same way again. Is that such a bad thing? I think not.
We came back from our latest adventure with some beautiful new playbooks to share with everyone. http://j.mp/dwplaybooks
Dungeon World is a bad place, dad. Those swords and axes spin and fight the humans and they can get you dead and scratch your forehead.
A 4-year-old provides the best capsule review of Dungeon World yet.
A Christmas deal from us and our friends at Red Box Vancouver and Lampblack and Brimstone: a selection of the best Dungeon World material ever made in one steal of a bundle.
We cast a few spells to dig up this ancient Dungeon World draft for your historical enlightenment.
While the GM section is amazing I was wondering what do you recommend prep-wise for an in store Demo. Im going to do DW for the FLGS here in Juneau and I've already got several copies of the players moves printed out (and laminated) and one of each character sheet.... would you recommend any other neato stuff to demo?
That's all you really need!
For a demo I usually ask a lot of questions, some of them quite leading: "So, you guys are all criminals in Ditchwater, why are you stuck in the slums?" From those questions you can usually find something that will lead to adventure and get them started.
Another option is to take a great adventure and DW-ify it. This is actually more work, and depends on what kind of adventure you want to run. If you're already a fan of a given adventure this is a great way to see it with new eyes.
Have I gone mad with power or is there going to be a Dungeon World 2e at some point in the near future? I've heard rumors and mad speculations.
No plans for a 2E. We have too many other cool things we want to mess with, and DW has held up pretty well.
There are a few things that I've learned from years of more and more people playing that would be nice to clear up, but don't deserve a new edition:
GM moves could be explained differently. As-is, it's too easy to end up with the impression that GM moves take the place of showing the honest consequences of action, instead of being a tool to do just that.
Fronts could be a little better. We stuck pretty close to Apocalypse World here, and there are some differences we could have tried.
That's actually pretty much it. Other things are small enough that we can fix them as we go along: there's room for a fighter who's about how you fight, not with what weapon. The thief should have some multiclass moves.
Bottom line is: no plans for 2E, but expect lots of other cool stuff from us.
I think I dig this, but I want to be sure.... A gal with 16 Strength who is "Weak" (debility) now has a STR of +1: i.e. former bonus minus debility. Right? Or does the "-1" *replace* their former mod until cured?
You got it right: it modifies STR, not replaces it.
I've been curious for a few months now: Why is the 'death' move simply a flat 2d6 instead of say 2d6+Con? Since Con is how 'strong' your body is wouldn't it make sense to have it added? As it is with a flat 2d6 its just a con toss, which to me is a bit boring.
Like it says in the move: Death doesn't care about how strong or cool you are.
There's a few reasons we went this way.
It meant we got to write about death. Death is quite possibly the only PC to show up in every DW game, and this is the one thing we actually write about it. Those few words about Death are something we actually really like: it puts the character into the move.
It makes you feel powerless. We've been really careful to not add too many moves that give you a bonus to Last Breath because it should feel powerless. Death should be scary and huge compared to an insignificant mortal.
It means you don't have to choose the right stat to live. HP is already a safety net to a point: it lets you make more mistakes. We didn't want a second safety net where choosing a high Constitution actually meant you could just not worry about HP, go to see Death, and get a sweet deal every time.
I am a new DM and one of my players seems to constantly roll failures, just by chance. How do I make him feel more immersed? More important? More useful?
As a GM on a failed move you can make as hard a move as you like. On a miss, maybe they can still get what they were after, but with some extra effort (offer an opportunity, with or without cost). Mix up what failure means so that they aren't entirely boned.
For the player, this can be a chance to embrace the deep truths of Dungeon World: if you don't roll you can't roll a miss. Killing someone without triggering Hack and Slash is always the way to go, if you can. Parley is great, but if you you set up a situation where you don't even have to convince anyone you can't miss.
I'm always interested in trying new systems, but sometimes it can be tough to take the dive and get the book, especially if you aren't sure you'll find anybody to play with in the near future. What does DW do better than systems I might already have, what makes it worth a purchase?
We'll give a quick summary, but hopefully some other folks will see this and share their stories—those are way cooler than anything we can say.
DW focuses on what the characters do. You can focus on saying what your character says, thinks, and does, and the rules will step in when needed and otherwise get out of the way.
DW gives the GM a whole toolbox. Sometimes being a GM can feel like this bit from Futurama:
Leela: What are we supposed to do now?
Fry: I don't know, I don't know. Just say anything. As long as it's compelling, mesmerizing, a tour de force.
We don't want to just tell you that a good GM keeps the action moving, we want to give you the tools to do that. The GM gets clear useful instructions just like the players do. The entire system is built to include the GM's tools that keep the action moving and the world changing.
DW's quick and easy to learn, run, and modify. One of the coolest bits is that the entire game is open content. Anyone can make new content from space pulp adventures to rules for playing monsters.
That's our quick pitch, now maybe some other folks will reply with their stories and thoughts?
So you're telling me your tumblr is like me being a gm? I think that's more work than I wanted to do.
All you've got to do is ask the questions, we provide the answers.
What do you do, should someone be a bugger and not actually play ball with your questions. What do you do?
Not everyone wants that level of involvement, which is cool. You can throw them some smaller questions, things they might not even think about answering. Take something they already established, like what their character looks like, and ask them if that's typical, for example.
If they're an experienced player from other games, you might focus on questions about "backstory" stuff: where they're from, how they became an adventurer, etc.
I decided to get back in touch with some old gaming buddies of mine for a game of Dungeon World. I knew we were off to a great start when we got to the introductory round during character creation.
Me: So, tell me about your characters.
Dwarf Fighter: I’m a drunken dwarf who really likes to...
Why is the book probably not coming to Amazon UK?
Because we're still trying to work out taxes, ordering, etc. If anybody has a bonus forward vs. VAT we'd love to hear from them…
how does alignment feel in real life?
We tried to ask the Pope when we were at the Vatican, but those Lawful Neutral Swiss Guards got in the way.