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Dungeon World / Re: Dungeon World is...
« on: February 26, 2012, 10:58:35 PM »
I don't think I have a really good handle on what Dungeon World is. The intro text in the character playbooks makes it seem like it's a bit of a crazy action-adventure lark, and there's grittiness but it's mostly an affectation. However, the low amount of starting resources (i.e. deciding whether you're bringing rations is an important decision) makes it seem like it's actually gritty. From the GM's side, the high monster damage makes it seem like characters should be treated as disposable but the GM advice seems to lean toward making the adventures relevant to the characters and players, which I think argues against disposable characters. Most of the GM rules make me think it's supposed to have a very sandboxy feel, but some stuff (like starting sessions in medias res) seems to run counter to that. I think I know what the GM's stance is supposed to look like (play it straight, no pulled punches, the monster damage is the monster damage), but there's sufficient vagueness in the rules to make me doubt that conclusion, and some of the vocal fans seem to have very different opinions about that and nobody says that they're wrong.
Personally I hope that DW is a strongly designed game that wants you to take it's rules seriously, not treat them as vague guidelines that serve as a springboard to freeforming. I worry that the hacking culture and the fuzziness of some of the rules and principles make it mushier than I want it to be. I also worry that the D&D legacy and nostalgia are too powerful for the moves list to effectively control people's frame of interaction with the fiction, i.e. people will play it like they would whatever their preferred flavor of D&D is regardless of how the moves are intended to guide them to play.
Personally I hope that DW is a strongly designed game that wants you to take it's rules seriously, not treat them as vague guidelines that serve as a springboard to freeforming. I worry that the hacking culture and the fuzziness of some of the rules and principles make it mushier than I want it to be. I also worry that the D&D legacy and nostalgia are too powerful for the moves list to effectively control people's frame of interaction with the fiction, i.e. people will play it like they would whatever their preferred flavor of D&D is regardless of how the moves are intended to guide them to play.