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Posted: Tue Nov 06, 2018 7:15 pm
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Posted: Wed Nov 07, 2018 10:48 am
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Posted: Wed Nov 07, 2018 12:32 pm
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Posted: Wed Nov 21, 2018 7:46 pm
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Posted: Wed Nov 21, 2018 7:52 pm
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Posted: Thu Nov 22, 2018 3:16 pm
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Posted: Fri Nov 23, 2018 6:56 am
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Posted: Wed Dec 26, 2018 5:18 am
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Posted: Wed Dec 26, 2018 3:03 pm
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Posted: Wed Dec 26, 2018 3:31 pm
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Posted: Wed Jan 30, 2019 7:07 pm
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TL;DR Play to find out what happens
Dungeon World is my favourite, because it uses the familiarity of fantasy ttrpg dungeon crawling, but doesn't rely on video game math or customization. The mechanisms drive the narrative of the game forward through natural and clear outcomes. The core is a 2d6 system to use Moves. Everybody, including the GM, has Moves. The outcomes are always as follows:
1-6 Failure! 7-9 Success, but with consequences 10+ Success!
So let's say you want to use a familiar and easy to grasp concept: Hit thing with sword. In Dungeon World, this move is called Hack n Slash, a move which any class can use. If you fail, you miss and will be attacked. If you succeed with consequences, you land a hit, but you are attacked as well, or your sword falls to the ground - your choice! If you succeed, you simply succeed and aren't attacked. Most of the time, the dice will induce failure, pushing the narrative forward. There is a Move for everything common in RPGs, like ranged attacks or history checks etc, so it's not just for combat. Your class will have it's own unique Moves with cool unique effects.
Wait what about DCs and damage and levels- Don't worry about all that crap. None of that matters as much, and Dungeon World is way easier to digest than that crusty burnt stale bread you've been gnawing on for decades
Another significant part of Dungeon World for me is, when you fail, you gain experience. Just like real life! I need to fail in order to learn how to do it right next time. You get experience every time you fail!
Another cool part of Dungeon World are the Bonds. During character creation, and throughout your campaign, as you complete them, you form Bonds with your party. On your sheet, this is seen as a prompt, like "I have sworn to protect ___" which you fill in with another party member. Then, when you fulfill that bond, you get experience, and then create a new bond. These Bonds really keep the party glued together and create more dimension and narrative opportunity than the standard "we just met in a bar".
Dungeon World is great because it's easy to play, and easy to GM. There's not a lot of ambiguity, and the game flows forward easily. GM prep is really straightforward and easy to prepare for; the game's Moves and their consequences really inform most of the content of a night.
Thankfully, Dungeon World is just one flavour of many. There are several other game settings using the same system as a skeleton, with some mechanical variation. I'd like to try a cyberpunk version some day, and one called Blades in the Dark. The one that started it all was pos- apocalyptic, hence the umbrella subtitle "Powered by the Apocalypse" or PbtA
PupSage I tend to be a fan of open systems. FATE, Open Legend, Savage Worlds. I also tend to hate systems that begin to drown themselves in rules, which is why I don't like 3.5 or Pathfinder. And I have a special place in my heart for games with epic character creation systems like Traveler or A Time of War. I want to try out Fate, Savage Worlds, and Traveler
Plainsfox My favorite is A Time of War and L5R in general. I've heard a lot of positive things about L5R; I'd love to play in a game some day. Seems very conducive to a tight-knit, long-term group.
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