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<blockquote data-quote="steenan" data-source="post: 6420014" data-attributes="member: 23240"><p>I played and run several games using DW and it works very well in my experience.</p><p></p><p>The GM agenda, principles and moves are golden. DW is the first game I encountered that can be run by a person with no previous RPG experience, or by person who played, but never GMed. At the same time, simple but strict rules help experienced GMs to really run the game as intended, instead of falling into a "default mode".</p><p></p><p>The way moves work enforce a strong focus on fiction and fiction-based tactics. It makes you care about what happens in the game world, not about numbers.</p><p></p><p>With the 7-9 results usually bringing complications, game is fast-paced and similar to an adventure movie where main characters often overcome a problem only to create a bigger one. Nobody really knows where the game will head; it usually escalates and evolves in unexpected directions and that is extremely fun.</p><p></p><p>Getting an XP for a failed roll works nicely. It softens the blow of hard moves on a fail, but does not remove it. It results in rolls being dramatic, but not perceived as a danger to be avoided. Players like to roll and it's fun no matter what the dice show.</p></blockquote><p></p>
[QUOTE="steenan, post: 6420014, member: 23240"] I played and run several games using DW and it works very well in my experience. The GM agenda, principles and moves are golden. DW is the first game I encountered that can be run by a person with no previous RPG experience, or by person who played, but never GMed. At the same time, simple but strict rules help experienced GMs to really run the game as intended, instead of falling into a "default mode". The way moves work enforce a strong focus on fiction and fiction-based tactics. It makes you care about what happens in the game world, not about numbers. With the 7-9 results usually bringing complications, game is fast-paced and similar to an adventure movie where main characters often overcome a problem only to create a bigger one. Nobody really knows where the game will head; it usually escalates and evolves in unexpected directions and that is extremely fun. Getting an XP for a failed roll works nicely. It softens the blow of hard moves on a fail, but does not remove it. It results in rolls being dramatic, but not perceived as a danger to be avoided. Players like to roll and it's fun no matter what the dice show. [/QUOTE]
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