Dungeon World Gets New Owners, Second Edition Planned

Luke Crane has purchased Dungeon World with a partner and plans to publish a new edition.

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Luke Crane has purchased Dungeon World from its original creators and has plans to make a new edition of the game. Earlier this month, Crane, who previously designed The Burning Wheel and Mouse Guard Roleplaying Games, announced on the Dungeon World+ discord that he had "bought the game from the original creators" (Adam Koebel and Sage LaTorra) with a business partner and was preparing to work on a new edition. Crane did not specify whether either Koebel or LaTorra would be involved in the new edition.

Dungeon World's first edition won several awards when released in 2012, including the 2012 Golden Geek RPG of the Year and the Ennie Awards for Best Rules Gold Winner in 2013. The game was a Powered by the Apocalypse system in which players gained experience points when rolling a 6 or below on a check (which resulted in "trouble" occurring on the check and the opportunity for the DM to make a DM move. The game's co-creator Adam Koebel was a prominent creator and early TTRPG personality until accusations emerged of poor behavior by former partners.

Crane was previously the head of community at Kickstarter and attempted to run a campaign for The Perfect RPG zine back in 2021. He cancelled the campaign after it emerged that Koebel was involved with the project and later resigned from his job as a result of the backlash.
 

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Christian Hoffer

Christian Hoffer

I also think it's useful to remember that, with the exception of a select number of really big games from really big publishers, and new edition of a game can basically serve as a reprint. Really nothing bad about another print run, from a customer perspective.

And I'd propose that while trad games sometimes go through major contortions across editions, sometimes with changes that really alienate some or much of the playerbase (or basically all of them—looking at you Shadowrun 6th!), that's not the pattern with narrative games. I'm hard-pressed to think of one that was rejected in a major way. It's almost always the other way around.
 

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hawkeyefan

Legend
I also think it's useful to remember that, with the exception of a select number of really big games from really big publishers, and new edition of a game can basically serve as a reprint. Really nothing bad about another print run, from a customer perspective.

And I'd propose that while trad games sometimes go through major contortions across editions, sometimes with changes that really alienate some or much of the playerbase (or basically all of them—looking at you Shadowrun 6th!), that's not the pattern with narrative games. I'm hard-pressed to think of one that was rejected in a major way. It's almost always the other way around.

Yeah, I don’t have DW in print, so I’ll almost certainly get a copy of this.
 

Shawn Tomkin

Villager
The Kickstarter for Blades in the Dark made $179,280 pre-pandemic whereas Ironsworn: Starforged made $347,983 post-pandemic on its Kickstarter. Which is the better game? Which has the bigger community?

Blades in the Dark on both counts. I think it's sold close to 100K units in hardcopy, so Kickstarter revenue doesn't tell the whole story. That is an order of magnitude more sales than everything in the Ironsworn family combined. It's not even close to the same league.

I remember being bombarded with advertisements for Kickstarters like Avatar Legends, Shadowdark, and even Ironsworn.

I haven't done ad placements for Ironsworn stuff, but I agree with your overall points that Kickstarter is a dramatically different place for TTRPGs than in 2012. I would expect a 2e Kickstarter to do very well. DW remains a well-known and oft-recommended game, even though there are (arguably) better options via its descendants. The original DW was an aggressively priced Kickstarter ($5 for PDF, $20 for physical), so merely bringing its pricing in line with its modern peers with a similar number of backers would triple its initial take. But I wouldn't be surprised to see it exceed 1 million.
 
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This is interesting, previous discussion around a DW2 always centered around Sage LaTorra doing it, and his ideas were very much for something in a very different direction (basically stripping out most of the D&D-ish parts and themes of DW, which seemed counter-productive to me).

Re: Koebel, don't really care he received some probably-small amount of money for the rights. If he was writing this, then I might care, but selling the rights? Fine. It is interesting that because the original DW audience was so sensitive to bad behaviour, the slightest hint he's benefited is a permanent black mark for some people, whereas other individuals in RPGs have done pretty awful things (worse, imho, than his creepy idiocy), but because they have a different audience, are essentially let off.

But I suspect DW's audience over time has probably expanded and changed a great deal from the original one (which was primarily PtbA fans, a still pretty niche thing at the time) - and also far more people have heard of DW than played DW - probably most of whom have never played a PtbA game. So a KS that is done well could very easily be pretty successful.

Also, being real, DW is in desperate need of a big re-write, re-edit, and general update (including changes to rules, classes, etc.). More than Luke Crane seems to be implying, frankly, and I'm not sure he's the ideal person to do this, but I'll be interested to see what is produced.
 

Interestsing. Did the Make Camp (et al.) moves in Perilous Wilds/Freebooters on the Frontier or Stonetop also not work for you either?


I prefer the social conflict resolution in Stonetop and Avatar Legends. When the Move is Vs. PC, it is less about "I persuade you," but instead more about "you reveal what I could do to persuade you." I like that much better as it becomes a moment where we get to learn about the characters, and players can still decide how to act/roleplay on that information.

The game's attribute proliferation could probably be fixed by not permitting it to go up at all or putting a cap on it.

That said, I am curious what you mean when you say "playbooks could use some 4e-ification." I likely highly agree with you here here; however, I don't necessarily want to project my sentiments in that regard onto yours.

Sorry, I missed this notification, and I'm pretty tied up these days with various things (ENW general posting is basically bottom of the priority list and I think that is probably where I'm going to remain persistently at this point!).

I like Stonetop's fix. Its significantly better than DW's base and actually handles a lot of of Torchbearer Camp phase questions in a PBtA way (around water/fire, around protection vs elements/exposure, around concealment, around locale, etc). It also does what I've been doing for a good while in my DW Make Camp games and that is to disclaim decision-making on whether something goes bump in the night and offload that to a 1d6 fortune roll akin to FitD tech (with options for Adv or DisAdv given conditions). This has been my solve for a long time. Probably my best solve for this is to answer these questions via gear and moves and then make a Custom What Goes Bump in the Night move with 1d6 fortune roll; 6 = Nothing and good rest, 4/5 = Combo Danger Opportunity but the PC on-watch is ready, 1-3 = Danger and the PC on-watch is surprised.

I really, really, really don't want that extraordinarily important question to be answered by high-latitude (even if constrained to varying degrees) GM decision-making. For these sorts of games, gamestates tend to pivot (and possibly careen wildly) on the faultline of in the wild resource recharge. My preference for this is such resource recharge questions to be wholly (or as much as feasible) answered by table-facing, stable, systemitized procedures where players are working off of well-developed information density and engaging with a stable and vital decision-space around these matters.




Circling back to the Discord for DW2e and the various communities that have accreted over the years regarding DW. Well, I'm overwhelmingly out of touch with any/all of these communities. I've spent a little time sprint-scanning the various communities to get a feel for "what people want/expect" in this DW iteration.

Holy hell wildly divergent communities.

Honestly, its a bit overwhelming just how much stuff is out there and how divergent these communities are in terms of what they want out of a DW2e. I sincerely hope that Luke doesn't feel pressured to cater to all-and-everyones' DW2e inclinations. It will be an absolute mess if he does. I trust his design instincts to just make a good game that I have a better chance than not of running. Something that straddles the line between a more matured BWification and TBification of DW would make me tremendously happy (which, along with AW, obviously, and The Shadow of Yesterday, is what I always saw in DW in terms of touchstones and play inputs/outputs).

I am not going to get entangled in this giant web of input by all of these voices. Its too much for me I think (especially right now). I'm just one dude, who isn't particularly important, who Luke doesn't know, among thousands of voices who clearly want their input heard. So I think I'm going to entirely step back from this project and just wish Luke the best in his efforts!

Anyway, thank you for making this thread and making me aware of the project (by proxy). Be well Aldarc of ENWorld!
 

Aldarc

Legend
Circling back to the Discord for DW2e and the various communities that have accreted over the years regarding DW. Well, I'm overwhelmingly out of touch with any/all of these communities. I've spent a little time sprint-scanning the various communities to get a feel for "what people want/expect" in this DW iteration.

Holy hell wildly divergent communities.

Honestly, its a bit overwhelming just how much stuff is out there and how divergent these communities are in terms of what they want out of a DW2e. I sincerely hope that Luke doesn't feel pressured to cater to all-and-everyones' DW2e inclinations. It will be an absolute mess if he does. I trust his design instincts to just make a good game that I have a better chance than not of running. Something that straddles the line between a more matured BWification and TBification of DW would make me tremendously happy (which, along with AW, obviously, and The Shadow of Yesterday, is what I always saw in DW in terms of touchstones and play inputs/outputs).

I am not going to get entangled in this giant web of input by all of these voices. Its too much for me I think (especially right now). I'm just one dude, who isn't particularly important, who Luke doesn't know, among thousands of voices who clearly want their input heard. So I think I'm going to entirely step back from this project and just wish Luke the best in his efforts!

Anyway, thank you for making this thread and making me aware of the project (by proxy). Be well Aldarc of ENWorld!
This is a bit how I felt reading through the DW2E page. It's bonkers. It's pretty clear that people haven't bothered reading Luke Crane's basic vision for DW2E. Their desires, demands, and expectations are something entirely other than that vision. I hope that Luke Crane doesn't cater to these people. I think that Dungeon World just needs a good scrub and a polish so that the community has a new supported version. Leave those radical revisions for other designers.
 


Aldarc

Legend
It seems that Luke said on the Discord that he will only be the publisher, and will not be designing the game himself. They have yet to find an actual designer.
Sadly, I think that Jason Lutes and Jeremy Strandberg both likely have their hands tied in their various projects. Also, Jeremy isn't exactly a speedy writer. 😅
 


Vicente

Explorer
There is already an spiritual successor for Dungeon World, called Chasing Adventure:


There is also a free version available here:


The creator seems a really nice person, and the game looks great. I liked DW 1e, but not sure a cleanup DW is going to offer anything better than Chasing Adventure.
 

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