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<blockquote data-quote="innerdude" data-source="post: 9417906" data-attributes="member: 85870"><p>So I'm going to plug <em>Ironsworn</em> one more time as a better gateway to PbtA-style fantasy gaming than <em>Dungeon World</em> for a few reasons. The two games are very much kith-and-kin in terms of the type/style of gameplay they're trying to emulate, but <em>Ironsworn </em>just does it better. </p><ul> <li data-xf-list-type="ul">The explanations of gameplay / play loop / mechanical flow in <em>Ironsworn</em> are so vastly superior to original <em>Dungeon World</em> as to hardly warrant a comparison. Yes, the "core MC" rules about moves/responses to moves are there in <em>Dungeon World, </em>but they're scattered throughout the book in ways that aren't easy to digest in sequence, and are honestly lacking in constructive explanation. <em>Ironsworn </em>includes visuals and flowcharts, commentary on GM thought processes and adjudication that are missing in the <em>Dungeon World </em>text that make it much, much easier to digest and really comprehend. <ul> <li data-xf-list-type="ul">This is probably because in real life, author Shawn Tomkin is a UX/UI/graphic designer by trade, and it shows in every page in the <em>Ironsworn</em> series of books. Incredibly well laid out and indexed, well designed, outstanding visual illustrations of gameplay and flow. </li> </ul></li> <li data-xf-list-type="ul"><em>Ironsworn </em>admittedly has less surface-level resemblance to D&D compared to <em>Dungeon World</em>, but if you're transitioning from D&D directly, there's actually more mechanical structures layered onto the proto-PbtA system in <em>Ironsworn</em>. For me, the additional mechanical structure (though still not anywhere close to D&D) gave me a more solid foundation to connect with the system as a player and GM. </li> <li data-xf-list-type="ul">Along with this, the asset system is an absolutely genius way of implementing class feats + special skills to PCs to differentiate them that doesn't rely on the rigid "playbook" structure of PbtA and <em>Dungeon World</em> in particular. </li> <li data-xf-list-type="ul"><em>Ironsworn</em>'s core dice rolling mechanic + the use of the momentum mechanic as a tactical interplay is significantly more interesting than PbtA / <em>Dungeon World</em>'s default 2d6 + modifier, reach 7-9 or 10+. </li> <li data-xf-list-type="ul"><em>Ironsworn's</em> progression mechanic is more interesting via progress tracks + quest vows. </li> </ul><p></p><p>All that said, if your heart is set on <em>Dungeon World</em>, it's not a bad game, and fun can be had with it. But I agree with the general consensus of EN World that bog-standard, "core" <em>Dungeon World</em> is basically an inferior form of products that have now improved upon it. The one dissenting voice you'll hear on that is Manbearcat, who would tell you that <em>Dungeon World</em> can robustly stand on its own.</p><p></p><p>That just didn't happen to be my experience. The sum of the components added to <em>Ironsworn</em> is greater than each individual mechanic taken in isolation.</p><p></p><p>To make the contrast, I liked <em>Dungeon World. </em>But I knew within the first 90 minutes of playing <em>Ironsworn</em> that my hard copy of <em>Dungeon World </em>had just been relegated to a paper weight.</p><p></p><p><em>Ironsworn </em>is simply better at delivering the experience I wanted and expected from <em>Dungeon World</em> and is easily one of my Top 3 favorite RPGs of all time. </p><p></p><p>*Final thought --- Don't get caught up in the idea that <em>Ironsworn </em>really only works as a solo-play RPG. It is <em>fantastic</em> in group play led by a GM. The biggest thing to remember is to <em>really listen to what the text is telling you as a GM</em>. This isn't D&D, where there's a lot of sort of unspoken assumptions and underlying "GM cultural history" you're supposed to draw upon to make the thing work. Take what the text tells you at face value and apply it.</p></blockquote><p></p>
[QUOTE="innerdude, post: 9417906, member: 85870"] So I'm going to plug [I]Ironsworn[/I] one more time as a better gateway to PbtA-style fantasy gaming than [I]Dungeon World[/I] for a few reasons. The two games are very much kith-and-kin in terms of the type/style of gameplay they're trying to emulate, but [I]Ironsworn [/I]just does it better. [LIST] [*]The explanations of gameplay / play loop / mechanical flow in [I]Ironsworn[/I] are so vastly superior to original [I]Dungeon World[/I] as to hardly warrant a comparison. Yes, the "core MC" rules about moves/responses to moves are there in [I]Dungeon World, [/I]but they're scattered throughout the book in ways that aren't easy to digest in sequence, and are honestly lacking in constructive explanation. [I]Ironsworn [/I]includes visuals and flowcharts, commentary on GM thought processes and adjudication that are missing in the [I]Dungeon World [/I]text that make it much, much easier to digest and really comprehend. [LIST] [*]This is probably because in real life, author Shawn Tomkin is a UX/UI/graphic designer by trade, and it shows in every page in the [I]Ironsworn[/I] series of books. Incredibly well laid out and indexed, well designed, outstanding visual illustrations of gameplay and flow. [/LIST] [*][I]Ironsworn [/I]admittedly has less surface-level resemblance to D&D compared to [I]Dungeon World[/I], but if you're transitioning from D&D directly, there's actually more mechanical structures layered onto the proto-PbtA system in [I]Ironsworn[/I]. For me, the additional mechanical structure (though still not anywhere close to D&D) gave me a more solid foundation to connect with the system as a player and GM. [*]Along with this, the asset system is an absolutely genius way of implementing class feats + special skills to PCs to differentiate them that doesn't rely on the rigid "playbook" structure of PbtA and [I]Dungeon World[/I] in particular. [*][I]Ironsworn[/I]'s core dice rolling mechanic + the use of the momentum mechanic as a tactical interplay is significantly more interesting than PbtA / [I]Dungeon World[/I]'s default 2d6 + modifier, reach 7-9 or 10+. [*][I]Ironsworn's[/I] progression mechanic is more interesting via progress tracks + quest vows. [/LIST] All that said, if your heart is set on [I]Dungeon World[/I], it's not a bad game, and fun can be had with it. But I agree with the general consensus of EN World that bog-standard, "core" [I]Dungeon World[/I] is basically an inferior form of products that have now improved upon it. The one dissenting voice you'll hear on that is Manbearcat, who would tell you that [I]Dungeon World[/I] can robustly stand on its own. That just didn't happen to be my experience. The sum of the components added to [I]Ironsworn[/I] is greater than each individual mechanic taken in isolation. To make the contrast, I liked [I]Dungeon World. [/I]But I knew within the first 90 minutes of playing [I]Ironsworn[/I] that my hard copy of [I]Dungeon World [/I]had just been relegated to a paper weight. [I]Ironsworn [/I]is simply better at delivering the experience I wanted and expected from [I]Dungeon World[/I] and is easily one of my Top 3 favorite RPGs of all time. *Final thought --- Don't get caught up in the idea that [I]Ironsworn [/I]really only works as a solo-play RPG. It is [I]fantastic[/I] in group play led by a GM. The biggest thing to remember is to [I]really listen to what the text is telling you as a GM[/I]. This isn't D&D, where there's a lot of sort of unspoken assumptions and underlying "GM cultural history" you're supposed to draw upon to make the thing work. Take what the text tells you at face value and apply it. [/QUOTE]
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