Pentegarn
First Post
After trying 4e, my groups and I went back to 2eAD&D for awhile, then decided to try some of the clones out there like OSRIC, For Gold & Glory, Labyrinth Lord, Swords and Wizardry, etc. Then we tried some systems with newer mechanics, but with the old school feel, such as the Castles and Crusades RPG or the Dungeon Crawl Classics RPG. We really loved DCC, and I think that it's probably still my favorite RPG book.
However, lately, we've been really enjoying Dungeon World. I remember watching a PAZ Prime panel in 2012 on "old school RPGs with modern design". Guests on the panel included lead creators/designers from both the 13th Age and Dungeon World RPGs. My home table top group and I ended up choosing to try 13th Age, but too much in the mechanics felt like 4e, but it was definitely 4e done right (as many have phrased it). It just wasn't for us. Now that we're playing Dungeon World, several of us, including myself, have remarked about how we could kick ourselves, and one another, for not choosing DW the first time. Much as we used to talk about kicking ourselves for ever leaving AD&D for 3e and 4e, once we had returned to it. Live and learn. I just wish the learning didn't take so long sometimes, and was less painful.
Anyway, DW feels pretty much the way I used to play and DM OD&D, and AD&D back when I first started the RPG. It feels like the way I've tried to play 3e, PF, and 4e, along with the other systems I've tried since. But DW rules support the way I like to play instead of getting in the way of it. I still love DCC and don't plan on giving it up. I'll return to it, and possibly other systems I've found that I liked, from time to time. But it'll be hard to go back to the initiative, rounds, and turns based combat. In DW, combat flows the same as exploration. It doesn't "switch modes" when a sword is drawn, and change to a different system of play.
If you haven't tried it, you might look into it.
It's only $10 for the pdf here:
http://rpg.drivethrustuff.com/product/108028/Dungeon-World
$25 for the print+pdf here:
http://www.indiepressrevolution.com/xcart/product.php?productid=18774&cat=0&featured=Y
There's a nice series of 6 video's that explain much of how DW works, starting with the first video here:
https://www.youtube.com/watch?v=IRCE8_Gkdc0
And you can find a sort of SRD here if you wish to look into it:
http://book.dwgazetteer.com/introduction.html
Finally, there's a fan made pdf that is free to download which explains and clarifies the way moves work in DW for those that might be having a little trouble understanding them. In some of cases, DW's moves might be a little confusing for veteran players of most common RPGs. It can be found here:
http://apocalypse-world.com/forums/index.php?PHPSESSID=5a8f7236cmidl8rfmd1fn29e0vd6gvht&topic=4996.0
Dungeon World definitely isn't for everyone. But my groups seem to love it. And I'm really liking it. If you're anything like me, and find yourself at a point where you're sick of rule bloated systems with a lot of mathchanics which often require a lot of page flipping that slows play; if you want a system that is easy to play or DM, and designed to focus on the story using mechanics that support and drive the story instead of getting in the way of it and slowing it's progress; if you're not only able, but prefer to play/DM without needing a detailed rule on everything down to, and including, wiping your arse; if you have always been more of a TotM, story, and role play oriented RPG gamer; if you enjoy improv between player and DM which encourages and often leads to more open, sandbox style adventures; then you might want to at least give DW a look.
Looking at what I've typed here, this post looks like an advertisement. That's not intentional. For the reasons I mentioned just above, I'm just glad I finally tried this system. After so many years (since around 2001, when we began playing 3eD&D), DW is just a breath of fresh air to an older RPG gamer like myself. So I feel I should share it with those out there that might be like myself, but are still looking around for a lighter system with rules that support a story oriented style of play, and that drive the game and story forward, instead of getting in the way of the story and progress.
However, lately, we've been really enjoying Dungeon World. I remember watching a PAZ Prime panel in 2012 on "old school RPGs with modern design". Guests on the panel included lead creators/designers from both the 13th Age and Dungeon World RPGs. My home table top group and I ended up choosing to try 13th Age, but too much in the mechanics felt like 4e, but it was definitely 4e done right (as many have phrased it). It just wasn't for us. Now that we're playing Dungeon World, several of us, including myself, have remarked about how we could kick ourselves, and one another, for not choosing DW the first time. Much as we used to talk about kicking ourselves for ever leaving AD&D for 3e and 4e, once we had returned to it. Live and learn. I just wish the learning didn't take so long sometimes, and was less painful.
Anyway, DW feels pretty much the way I used to play and DM OD&D, and AD&D back when I first started the RPG. It feels like the way I've tried to play 3e, PF, and 4e, along with the other systems I've tried since. But DW rules support the way I like to play instead of getting in the way of it. I still love DCC and don't plan on giving it up. I'll return to it, and possibly other systems I've found that I liked, from time to time. But it'll be hard to go back to the initiative, rounds, and turns based combat. In DW, combat flows the same as exploration. It doesn't "switch modes" when a sword is drawn, and change to a different system of play.
If you haven't tried it, you might look into it.
It's only $10 for the pdf here:
http://rpg.drivethrustuff.com/product/108028/Dungeon-World
$25 for the print+pdf here:
http://www.indiepressrevolution.com/xcart/product.php?productid=18774&cat=0&featured=Y
There's a nice series of 6 video's that explain much of how DW works, starting with the first video here:
https://www.youtube.com/watch?v=IRCE8_Gkdc0
And you can find a sort of SRD here if you wish to look into it:
http://book.dwgazetteer.com/introduction.html
Finally, there's a fan made pdf that is free to download which explains and clarifies the way moves work in DW for those that might be having a little trouble understanding them. In some of cases, DW's moves might be a little confusing for veteran players of most common RPGs. It can be found here:
http://apocalypse-world.com/forums/index.php?PHPSESSID=5a8f7236cmidl8rfmd1fn29e0vd6gvht&topic=4996.0
Dungeon World definitely isn't for everyone. But my groups seem to love it. And I'm really liking it. If you're anything like me, and find yourself at a point where you're sick of rule bloated systems with a lot of mathchanics which often require a lot of page flipping that slows play; if you want a system that is easy to play or DM, and designed to focus on the story using mechanics that support and drive the story instead of getting in the way of it and slowing it's progress; if you're not only able, but prefer to play/DM without needing a detailed rule on everything down to, and including, wiping your arse; if you have always been more of a TotM, story, and role play oriented RPG gamer; if you enjoy improv between player and DM which encourages and often leads to more open, sandbox style adventures; then you might want to at least give DW a look.
Looking at what I've typed here, this post looks like an advertisement. That's not intentional. For the reasons I mentioned just above, I'm just glad I finally tried this system. After so many years (since around 2001, when we began playing 3eD&D), DW is just a breath of fresh air to an older RPG gamer like myself. So I feel I should share it with those out there that might be like myself, but are still looking around for a lighter system with rules that support a story oriented style of play, and that drive the game and story forward, instead of getting in the way of the story and progress.
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