1
Dungeon World / Players want a more Gameist Combat
« on: August 31, 2013, 05:34:42 PM »
I've GMed a goodly number of Dungeon World sessions, but I'm running into an interesting problem as things evolve along:
My players want more "gameist", more tactical combat. Now, the answer I know most people on this boards are going to give me is not going to fly - that the narrative will evolve its own combat. But my players are looking for more codified "assumptions" about the world, combat, and what you can and cannot do. Does anyone have any advice, or even any input on this issue?
To make that a little more clear, my players enjoy 3.5 Dungeons and Dragons and its combat, but dislike how *long* it takes and how pigeon holed characters can be. In 3.5 you need exhaustive feats just to be proficient at something like disarming an opponent - in Dungeon World it can be as simple as Defy Danger. While I realize I just gave an example of "tactical play" I'm looking for things that are more fleshed out and expansive, possibly (probably) even including +1/-1 for finding themselves, or putting others, into certain situations.
My players want more "gameist", more tactical combat. Now, the answer I know most people on this boards are going to give me is not going to fly - that the narrative will evolve its own combat. But my players are looking for more codified "assumptions" about the world, combat, and what you can and cannot do. Does anyone have any advice, or even any input on this issue?
To make that a little more clear, my players enjoy 3.5 Dungeons and Dragons and its combat, but dislike how *long* it takes and how pigeon holed characters can be. In 3.5 you need exhaustive feats just to be proficient at something like disarming an opponent - in Dungeon World it can be as simple as Defy Danger. While I realize I just gave an example of "tactical play" I'm looking for things that are more fleshed out and expansive, possibly (probably) even including +1/-1 for finding themselves, or putting others, into certain situations.