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A Rant: DMing is not hard.
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<blockquote data-quote="EzekielRaiden" data-source="post: 9814359" data-attributes="member: 6790260"><p>It's both. Dungeon World is a "Powered by the Apocalypse" ("PbtA") game, so it is a more narrative game, but it was made by people trying to recapture what it felt like <em>to them</em> to play classic D&D--which, I'd suspect, you're well acquainted with the notion that many people played old-school D&D in very divergent ways, so <em>their</em> vision of "classic D&D" may differ from others'.</p><p></p><p>There is another PbtA game, "World of Dungeons", which does consciously aim to be as close as possible to the old-school experience, while still living inside the PbtA space. I don't know how its rules-text teaches GMing though, so I can't speak to whether it is as good, better, worse, or simply different.</p><p></p><p></p><p>Yeah, the rules are free because it's a CC-BY license. You can post the core rules, or print them, for free.</p><p></p><p>The specific section to focus on is the <a href="https://www.dungeonworldsrd.com/gamemastering/" target="_blank">Gamemastering</a> part; this may not be the same website as what you're using, but the content should be identical or nearly so. The Agendas and Principles are the primary focus I have turned a few different newbie GMs onto, even if they aren't using Dungeon World as a system. The Moves can also be useful, but in a rather more abstract way, that is, as ideas for what you can try to achieve using the rules of whatever system you're actually running. The Agendas and Principles, on the other hand, are a good enough core to apply to nearly any D&D-alike game, albeit with a little finesse if you're pursuing something a little more out there (e.g. intrigue-heavy games might need more creative liberties, because Dungeon World was not built nor tested for play that focuses primarily on intrigue.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9814359, member: 6790260"] It's both. Dungeon World is a "Powered by the Apocalypse" ("PbtA") game, so it is a more narrative game, but it was made by people trying to recapture what it felt like [I]to them[/I] to play classic D&D--which, I'd suspect, you're well acquainted with the notion that many people played old-school D&D in very divergent ways, so [I]their[/I] vision of "classic D&D" may differ from others'. There is another PbtA game, "World of Dungeons", which does consciously aim to be as close as possible to the old-school experience, while still living inside the PbtA space. I don't know how its rules-text teaches GMing though, so I can't speak to whether it is as good, better, worse, or simply different. Yeah, the rules are free because it's a CC-BY license. You can post the core rules, or print them, for free. The specific section to focus on is the [URL='https://www.dungeonworldsrd.com/gamemastering/']Gamemastering[/URL] part; this may not be the same website as what you're using, but the content should be identical or nearly so. The Agendas and Principles are the primary focus I have turned a few different newbie GMs onto, even if they aren't using Dungeon World as a system. The Moves can also be useful, but in a rather more abstract way, that is, as ideas for what you can try to achieve using the rules of whatever system you're actually running. The Agendas and Principles, on the other hand, are a good enough core to apply to nearly any D&D-alike game, albeit with a little finesse if you're pursuing something a little more out there (e.g. intrigue-heavy games might need more creative liberties, because Dungeon World was not built nor tested for play that focuses primarily on intrigue.) [/QUOTE]
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