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<blockquote data-quote="Panda-s1" data-source="post: 7907723" data-attributes="member: 59554"><p>I've never actually played DW (unfortunately), but I have listened to a few podcasts that use powered by the apocalypse games, so I guess I'll throw my 2 cents.</p><p></p><p></p><p>afaik the Powered by the Apocalypse games have become popular with actual-play podcasts, and I feel like that's because it's good at creating drama (like <em>drama </em>drama, not interpersonal drama). every time characters go into battle they always come out worse for wear and that's 'cause they get injured. sure they lose HP, but more importantly they explain in detail why and how they hurt. people will also play these games and run campaigns where they rarely go into combat, instead focusing on things like exploration and intrigue, in which case combat becomes much <em>more </em>deadly since it usually represents some major issue coming to a head. at least that's the impression I've gotten. dismemberment is the extreme end of things, but it's probably better to think of injuries instead of HP.</p><p></p><p></p><p></p><p>maybe I'm wrong, but I felt like part of the appeal of older D&D was that it was fraught with peril. all the games made with this system are supposed to be some form of deadly and DW is very much inspired by games like this, hirelings and 10 foot poles included. if you guys play OSR I'd think they'd understand that the game is supposed to be kinda scary and not about steamrolling through dungeons, idk.</p><p></p><p></p><p></p><p>since I'm the only person I know who wants to play Dungeon World, I've had this issue too since I'd probably end up the one to run it. I came to the realization that GM moves are basically the smiling dungeon master meme in less abstract form. basically you can do whatever <s>nasty</s> cool thing you can think of to the players, and you don't even have to pretend to roll for anything! I mean correct me if I'm wrong, but I feel like that's what they were going for when they wrote the rules for moves.</p></blockquote><p></p>
[QUOTE="Panda-s1, post: 7907723, member: 59554"] I've never actually played DW (unfortunately), but I have listened to a few podcasts that use powered by the apocalypse games, so I guess I'll throw my 2 cents. afaik the Powered by the Apocalypse games have become popular with actual-play podcasts, and I feel like that's because it's good at creating drama (like [I]drama [/I]drama, not interpersonal drama). every time characters go into battle they always come out worse for wear and that's 'cause they get injured. sure they lose HP, but more importantly they explain in detail why and how they hurt. people will also play these games and run campaigns where they rarely go into combat, instead focusing on things like exploration and intrigue, in which case combat becomes much [I]more [/I]deadly since it usually represents some major issue coming to a head. at least that's the impression I've gotten. dismemberment is the extreme end of things, but it's probably better to think of injuries instead of HP. maybe I'm wrong, but I felt like part of the appeal of older D&D was that it was fraught with peril. all the games made with this system are supposed to be some form of deadly and DW is very much inspired by games like this, hirelings and 10 foot poles included. if you guys play OSR I'd think they'd understand that the game is supposed to be kinda scary and not about steamrolling through dungeons, idk. since I'm the only person I know who wants to play Dungeon World, I've had this issue too since I'd probably end up the one to run it. I came to the realization that GM moves are basically the smiling dungeon master meme in less abstract form. basically you can do whatever [S]nasty[/S] cool thing you can think of to the players, and you don't even have to pretend to roll for anything! I mean correct me if I'm wrong, but I feel like that's what they were going for when they wrote the rules for moves. [/QUOTE]
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