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Dungeon World Gets New Owners, Second Edition Planned
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<blockquote data-quote="zakael19" data-source="post: 9662820" data-attributes="member: 7044099"><p>So the "PBTA community" seems to have judged DW as "bad" mostly in the following ways:</p><p></p><p>- Using the core 6 D&D stats. Most PBTAs use evocative stats, and less of them. Clearly this was done intentionally in the design to evoke D&D and be familiar, so I don't see this as a "bad thing."</p><p></p><p>- Defy Danger, a Universal Move tied to every stat. I think this one has a little more credence, Baker himself has said that universal moves are a thing he often side-eyes a bit when he sees them in a game. I personally prefer the iteration in Freebooters on the Frontier which somewhat more explicitly makes it a saving throw (literally: the move is Make a Saving Throw); although Blades in the Dark exploded Defy Danger out into 16 stats and an entire game so I guess it's not all bad.</p><p></p><p>- The HP -> Damage Dice -> associated moves have a "problem" where you can easily fall into a trap of "hit, you deal 1 damage? Ok that doesnt even get through its armor, that sucks for you." Subsequent DW descendants have tightened the moves up to make it clearer that the player should be doing a fictional maneuver (eg: how Seize by Force includes a number of sub-possibilities like Seize Something / Push them down / etc) with an outcome that can go beyond just "I wanna stab 'im in the gut" so that even on a lower damage roll the fiction evolves in an interesting way with significant effects. Same thing with the GM moves that in core DW are nowhere near as cool as the Harm Move from AW.</p><p></p><p>Is there anything else PBTA structurally I'm missing?</p><p></p><p>(It's interesting to see how the community has ascribed lots of things to "good PBTA design" that like, aren't anywhere in what Baker thinks of, and when queried has been quite baffled. My favorite is probably the extension of the "GMs never 'speak their moves'" to a "players shouldn't speak their moves" whereas he's flatly and strongly in favor of players being super explicit about what they're doing.)</p></blockquote><p></p>
[QUOTE="zakael19, post: 9662820, member: 7044099"] So the "PBTA community" seems to have judged DW as "bad" mostly in the following ways: - Using the core 6 D&D stats. Most PBTAs use evocative stats, and less of them. Clearly this was done intentionally in the design to evoke D&D and be familiar, so I don't see this as a "bad thing." - Defy Danger, a Universal Move tied to every stat. I think this one has a little more credence, Baker himself has said that universal moves are a thing he often side-eyes a bit when he sees them in a game. I personally prefer the iteration in Freebooters on the Frontier which somewhat more explicitly makes it a saving throw (literally: the move is Make a Saving Throw); although Blades in the Dark exploded Defy Danger out into 16 stats and an entire game so I guess it's not all bad. - The HP -> Damage Dice -> associated moves have a "problem" where you can easily fall into a trap of "hit, you deal 1 damage? Ok that doesnt even get through its armor, that sucks for you." Subsequent DW descendants have tightened the moves up to make it clearer that the player should be doing a fictional maneuver (eg: how Seize by Force includes a number of sub-possibilities like Seize Something / Push them down / etc) with an outcome that can go beyond just "I wanna stab 'im in the gut" so that even on a lower damage roll the fiction evolves in an interesting way with significant effects. Same thing with the GM moves that in core DW are nowhere near as cool as the Harm Move from AW. Is there anything else PBTA structurally I'm missing? (It's interesting to see how the community has ascribed lots of things to "good PBTA design" that like, aren't anywhere in what Baker thinks of, and when queried has been quite baffled. My favorite is probably the extension of the "GMs never 'speak their moves'" to a "players shouldn't speak their moves" whereas he's flatly and strongly in favor of players being super explicit about what they're doing.) [/QUOTE]
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