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Dungeon World Gets New Owners, Second Edition Planned
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<blockquote data-quote="Helena Real" data-source="post: 9540558" data-attributes="member: 84320"><p>Hi there!</p><p></p><p>Sorry for the late reply, but I'm just sitting down in front of a computer xD</p><p></p><p>So, I'll try to answer your questions to the best of my abilty.</p><p></p><p>Regarding our vision for DW2, I'll re-share here what Spencer already posted on the DW+ Discord:</p><p></p><p></p><p>I think this is a great summary of the principles that are guiding our design.</p><p></p><p>I feel that the sorest spot I found on my latest re-read of the original <em>Dungeon World</em> is how old and antiquated some of its design choices are in 2024. Like, I remember it being so innovative and mind-blowing during my first read on 2012-2013, but now it feels really outdated when compared to more recent PbtA games like <em>Masks: A New Generation</em>. One of our main goals with DW2 is to make it a PbtA that's on the edge of innovation in its mechanics, presentation, overall procedures, and tools.</p><p></p><p>We want DW2 to be a dynamic, narrative fantasy PbtA that feels like what D&D looks from the outside. Basically, we want all the fun of playing a group of fantasy heroes fighting for what's right and none of the bore/unintuitive/residual design that D&D sometimes suffers from.</p><p></p><p>One of these is hp (and damage dice in OG DW). To be quite frank, hit points are an unfitting mechanic for a PbtA in two main ways. Firstly, they have no real equivalent in the fiction/conversation. If you hit for 6 damage, what does that look like in the fiction? How does it change the conversation? I'm not saying anything new here if I mention that the only hp that matters is the last one; when you lose it, the fiction actually changes. Before that, it's just accounting. And, with all due respect to accountants, we don't find accounting fun.</p><p></p><p>If that weren't enough, hp flies in the face of PbtA general philosophy. In short, that each move should propel the narrative forward, push it so it gets closer to its "natural" (narratively logical) conclusion. In this sense, you can make a move such as <em><strong>hack & slash</strong></em> or <em><strong>volley</strong></em> and, in essence, the conversation loses momentum or even stalls because of the disconnection.</p><p></p><p>Conditions, in contrast, are always highly dramatic. Whenever you mark them, something changes in the conversation. And we love that! It makes it so both PC & NPCs change their behavior during a combat because of the conditions they've chosen—or been forced—to mark. And that is such a huge win for the flow of play that we just couldn't ignore its obvious benefits.</p><p></p><p>Finally, I wrote that comment before Luke contacted me on Discord to have a meeting about DW2. We had more than one of those meetings, actually, and we found common ground regarding what we like about TTRPGs. In the end, when they offered me the chance to work with Spencer to bring about DW2, I just couldn't say no. Of course I'll always have a soft spot for <em><strong>Against the Odds</strong></em> in my heart (and I'll try to keep on developing/perfectioning it as much as I can in the future) but, in the end, AtO is a passion project with a seemingly niche audience, whereas <em><strong>Dungeon World 2</strong></em>, I hope, will reach a much larger audience—and finally allow me to run a game I created for my friends having all the resources I could only dream of as an indie TTRPG designer.</p><p></p><p>Thanks a lot for your interest and questions. Hopefully, if you want to learn more, you can give us your email here: <a href="https://docs.google.com/forms/d/e/1FAIpQLSfvz-Zme5XOckfIGeBdVWaxk-jteTcNwIBNk3Y0M4o28rkWeA/viewform" target="_blank">Dungeon World 2 Email Sign-Up</a> and we'll let you know about any and all <em><strong>Dungeon World 2</strong></em> news! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Helena Real, post: 9540558, member: 84320"] Hi there! Sorry for the late reply, but I'm just sitting down in front of a computer xD So, I'll try to answer your questions to the best of my abilty. Regarding our vision for DW2, I'll re-share here what Spencer already posted on the DW+ Discord: I think this is a great summary of the principles that are guiding our design. I feel that the sorest spot I found on my latest re-read of the original [I]Dungeon World[/I] is how old and antiquated some of its design choices are in 2024. Like, I remember it being so innovative and mind-blowing during my first read on 2012-2013, but now it feels really outdated when compared to more recent PbtA games like [I]Masks: A New Generation[/I]. One of our main goals with DW2 is to make it a PbtA that's on the edge of innovation in its mechanics, presentation, overall procedures, and tools. We want DW2 to be a dynamic, narrative fantasy PbtA that feels like what D&D looks from the outside. Basically, we want all the fun of playing a group of fantasy heroes fighting for what's right and none of the bore/unintuitive/residual design that D&D sometimes suffers from. One of these is hp (and damage dice in OG DW). To be quite frank, hit points are an unfitting mechanic for a PbtA in two main ways. Firstly, they have no real equivalent in the fiction/conversation. If you hit for 6 damage, what does that look like in the fiction? How does it change the conversation? I'm not saying anything new here if I mention that the only hp that matters is the last one; when you lose it, the fiction actually changes. Before that, it's just accounting. And, with all due respect to accountants, we don't find accounting fun. If that weren't enough, hp flies in the face of PbtA general philosophy. In short, that each move should propel the narrative forward, push it so it gets closer to its "natural" (narratively logical) conclusion. In this sense, you can make a move such as [I][B]hack & slash[/B][/I] or [I][B]volley[/B][/I] and, in essence, the conversation loses momentum or even stalls because of the disconnection. Conditions, in contrast, are always highly dramatic. Whenever you mark them, something changes in the conversation. And we love that! It makes it so both PC & NPCs change their behavior during a combat because of the conditions they've chosen—or been forced—to mark. And that is such a huge win for the flow of play that we just couldn't ignore its obvious benefits. Finally, I wrote that comment before Luke contacted me on Discord to have a meeting about DW2. We had more than one of those meetings, actually, and we found common ground regarding what we like about TTRPGs. In the end, when they offered me the chance to work with Spencer to bring about DW2, I just couldn't say no. Of course I'll always have a soft spot for [I][B]Against the Odds[/B][/I] in my heart (and I'll try to keep on developing/perfectioning it as much as I can in the future) but, in the end, AtO is a passion project with a seemingly niche audience, whereas [I][B]Dungeon World 2[/B][/I], I hope, will reach a much larger audience—and finally allow me to run a game I created for my friends having all the resources I could only dream of as an indie TTRPG designer. Thanks a lot for your interest and questions. Hopefully, if you want to learn more, you can give us your email here: [URL="https://docs.google.com/forms/d/e/1FAIpQLSfvz-Zme5XOckfIGeBdVWaxk-jteTcNwIBNk3Y0M4o28rkWeA/viewform"]Dungeon World 2 Email Sign-Up[/URL] and we'll let you know about any and all [I][B]Dungeon World 2[/B][/I] news! :) [/QUOTE]
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