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Dungeon World Gets New Owners, Second Edition Planned
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<blockquote data-quote="Ruin Explorer" data-source="post: 9664169" data-attributes="member: 18"><p>Also (putting this in another post to stop excessive re-editing of my previous), re: D&D having changed over that time, it has, but I don't think that particular aspect they're pointing to is actually true to the degree they're suggesting. Let me quote a bit:</p><p></p><p></p><p></p><p>Is that really more true now though for people actually play D&D than it was, say, ten years ago? Or twenty, even? I mean really is it? Because I'm not convinced. The place where the quote is true is "most professionally-produced, actor/comedian-involving podcasts and streams about D&D", but I don't see any compelling evidence that it's generally true of how most groups actually play D&D, and I've seen a lot of new players play D&D now.</p><p></p><p></p><p></p><p>I mean, that's the focus of the Fast and the Furious movies (we can't call the car stunts anything but fantasy by F&F5), but is that actually "<em>the</em> [emphasis in original] central narrative" of "many D&D campaigns"? Because again, hmmmm, skeptical. I think it's something that naturally happens in a fair number of D&D campaigns, but the central narrative the way it is in CR or F&F? I don't really think so. Am I wrong? I mean, maybe I am, but I've always been interested in how people actually play D&D campaigns, and outside of podcasts and streaming, I'm not seeing this as what they specifically emphasize as the "central narrative" of "many" D&D campaigns.</p><p></p><p>I think what is true is that D&D has slowly become more openly heroic/superheroic, as referred to earlier in this thread:</p><p></p><p></p><p></p><p>But that's been a gradual trend over 40 years, and nothing in the original DW vitiates against that (indeed, the class designs and powers explicitly support "fantasy superheroes", far better than any edition of D&D), except, very arguably, the "vibes" of the art. Further, it's not the same thing as "Most D&D campaigns have emotive 'found family' scenes as the central narrative", and neither is intrinsic to the other.</p><p></p><p>And again, from the rules we've seen revealed so far, DW2 seems more grounded and less heroic than DW! They say they're going to reveal combat next, and it'll be very interesting to see if it's been made<em> less </em>heroic and more grounded like the rest of the moves so far.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9664169, member: 18"] Also (putting this in another post to stop excessive re-editing of my previous), re: D&D having changed over that time, it has, but I don't think that particular aspect they're pointing to is actually true to the degree they're suggesting. Let me quote a bit: Is that really more true now though for people actually play D&D than it was, say, ten years ago? Or twenty, even? I mean really is it? Because I'm not convinced. The place where the quote is true is "most professionally-produced, actor/comedian-involving podcasts and streams about D&D", but I don't see any compelling evidence that it's generally true of how most groups actually play D&D, and I've seen a lot of new players play D&D now. I mean, that's the focus of the Fast and the Furious movies (we can't call the car stunts anything but fantasy by F&F5), but is that actually "[I]the[/I] [emphasis in original] central narrative" of "many D&D campaigns"? Because again, hmmmm, skeptical. I think it's something that naturally happens in a fair number of D&D campaigns, but the central narrative the way it is in CR or F&F? I don't really think so. Am I wrong? I mean, maybe I am, but I've always been interested in how people actually play D&D campaigns, and outside of podcasts and streaming, I'm not seeing this as what they specifically emphasize as the "central narrative" of "many" D&D campaigns. I think what is true is that D&D has slowly become more openly heroic/superheroic, as referred to earlier in this thread: But that's been a gradual trend over 40 years, and nothing in the original DW vitiates against that (indeed, the class designs and powers explicitly support "fantasy superheroes", far better than any edition of D&D), except, very arguably, the "vibes" of the art. Further, it's not the same thing as "Most D&D campaigns have emotive 'found family' scenes as the central narrative", and neither is intrinsic to the other. And again, from the rules we've seen revealed so far, DW2 seems more grounded and less heroic than DW! They say they're going to reveal combat next, and it'll be very interesting to see if it's been made[I] less [/I]heroic and more grounded like the rest of the moves so far. [/QUOTE]
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