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<blockquote data-quote="Ovinomancer" data-source="post: 7904586" data-attributes="member: 16814"><p>You done something wrong. It appears you've run it like D&D where you put monsters in a dungeon and play is about defeating the monsters. Your players have made decisions in level up that reflect how you're running the game. That this has been to bump STR 3 points to 18 and bump Armor moves tells me that you predominantly presented straight up combats and they've made rational choices.</p><p></p><p>DW is about complicating play because rolls are weighted to result in partial successes, ie success with cost or complication. This means that, to run it, you have to bring constant pressure on the PCs throughout -- always frame situations in which there's something bad just about to happen and what do they do about it. You then use the result to constantly drive to new fictional framings that keep that pressure up. And, you mix it up -- you don't always go right at the PC's main strengths. You can't use map out an adventure and expect DW to play like D&D does. It'll let you down, pretty much exactly like this. There are a number of good play videos on Dungeon World, I'd suggest you try them out.</p><p></p><p>It may be the Powered by the Apocalypse games aren't for you. That's fine, it's a pretty different style from D&D, and not everyone's cup of tea. You have to make a big paradigm shift to grok it and get it to play well. If/when you do, it is a pretty easy system to run rules-wise, but it can be hard to adjust to the different expectations the game has of the GM and even the players (who have more responsibility to the system than in trad games). I'm not sure you made an informed selection of DW, here.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7904586, member: 16814"] You done something wrong. It appears you've run it like D&D where you put monsters in a dungeon and play is about defeating the monsters. Your players have made decisions in level up that reflect how you're running the game. That this has been to bump STR 3 points to 18 and bump Armor moves tells me that you predominantly presented straight up combats and they've made rational choices. DW is about complicating play because rolls are weighted to result in partial successes, ie success with cost or complication. This means that, to run it, you have to bring constant pressure on the PCs throughout -- always frame situations in which there's something bad just about to happen and what do they do about it. You then use the result to constantly drive to new fictional framings that keep that pressure up. And, you mix it up -- you don't always go right at the PC's main strengths. You can't use map out an adventure and expect DW to play like D&D does. It'll let you down, pretty much exactly like this. There are a number of good play videos on Dungeon World, I'd suggest you try them out. It may be the Powered by the Apocalypse games aren't for you. That's fine, it's a pretty different style from D&D, and not everyone's cup of tea. You have to make a big paradigm shift to grok it and get it to play well. If/when you do, it is a pretty easy system to run rules-wise, but it can be hard to adjust to the different expectations the game has of the GM and even the players (who have more responsibility to the system than in trad games). I'm not sure you made an informed selection of DW, here. [/QUOTE]
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