Lanefan
Victoria Rules
number 1 above has my interest - xp for messing up!Here is how you earn xp in Dungeon World.
1) Did you roll a 6 or less on a move (2d6 + modifier)? If yes, mark xp.
At End of Session (group move to reflect on play)...
2) Choose one of your bonds that you feel is resolved (completely explored, no longer relevant, or otherwise). Ask the player (this would be the GM if it is an NPC) of the character you have the bond with if they agree. If they do, mark XP and write a new bond with whomever you wish.
3) Look at your alignment. If you fulfilled that alignment at least once this session, mark XP.
4) Then answer these three questions as a group:
Did we learn something new and important about the world?
Did we overcome a notable monster or enemy?
Did we loot a memorable treasure?
For each “yes” answer everyone marks XP.

The rest, though...the whole idea of bonds and rewards for adhering to them really doesn't fly with me; it seems an artificial way of forcing characters to get along.
And number 4 flies in the face of my unshakeable belief that xp for things like combat etc. should only go to those who actually participated in it. That said, in this system it seems xp are trying to reflect something different (not sure exactly what) than I'm used to; I've always seen xp as a game-mechanical attempt to reflect the character's learning curve. (side note: this is also why I rather detest the idea of giving xp as a player reward e.g. for bringing snacks to the game)
That all said, however:
This looks good (well, except for the relationships part; that could get messy).Alright. Now we know what the game is incentivizing. Through examination of that reward cycle we can find out what the play premise for Dungeon World is:
* Playing to take risks and find out what happens (This is the primary source of xp in the game. Xp on failure pushes players away from (a) turtling and (b) optimizing action declarations toward their areas of strength...or at least it puts it at tension with the inclination for character progression).
* Playing to find out about your relationships.
* Playing to find out about your highest ideal (what are you willing to risk to achieve it?).
* Playing for discovery.
* Playing to overcome notable adversaries and obstacles (mythical monsters, impossible climbs, inspiring the most stodgy to action).
* Playing to gain something...precious (lost artifacts, divine boons, or something more mundane that an NPC just doesn't want to give up).
So, quite player-centric (as opposed to DM-centric).So that is how robust reward cycles in a game where the GM is instructed to "follow the rules, "fill the characters' lives with danger and adventure" and "play to find out what happens" aids me in avoiding having to apply force to achieve dramatic tension, danger and adventure.
The players tell me what is important to them and what they care about.
The system rewards them for taking risks.
Then I just follow the rules, think dangerous, and make my moves as the fiction unfolds and the play procedures dictate.
Are all the characters' bonds etc. known to the other players, or can some or all be kept secret? (e.g. my character Bjorn might have as a bond a secret crush on your character Twylia; not much of a secret if you-as-Twylia's-player know about it)
One thing it seems to deny you as DM is the ability to make stuff up that breaks the rules, which in traditional D&D we've always kind of had. Seems a bit constraining.
Lanefan
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