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<blockquote data-quote="Aldarc" data-source="post: 9418574" data-attributes="member: 5142"><p>Dungeon World is no longer supported by its own creators. One of them has received a Black Mark by the industry, and the other has walked away from the game and probably would do Dungeon World differently. So the Dungeon World torch has been carried by other creatives, and their supplements tend to flesh out the game in different ways. </p><p></p><p>I tend to fall into the Lampblack & Brimstone camp, which involves frequent collaborators Jason Lutes and Jeremy Strandberg. If you read their games and supplements, you can definitely see overlapping ideas between Jeremy Strandberg and Jason Lutes. That also means that it's a fairly compatible eco-system of supplements and games. </p><p></p><p>Jason Lutes wrote the highly lauded <a href="https://www.drivethrurpg.com/en/product/407161/the-perilous-wilds-revised-edition" target="_blank">Perilous Wilds</a> supplement, which some people in DW consider as mandatory. Jason is also the creator of <a href="https://www.drivethrurpg.com/en/product/157011/freebooters-on-the-frontier" target="_blank">Freebooters on the Frontier</a>, which I previously mentioned as being in beta for its second edition. </p><p></p><p>Jeremy Strandberg created both <a href="https://spoutinglore.blogspot.com/2018/07/homebrew-world.html" target="_blank">Hombrew World</a> and <a href="https://www.kickstarter.com/projects/1735046512/stonetop" target="_blank">Stonetop</a>. Stonetop is probably a Top 3 favorite game for me. </p><p></p><p>Most of the time if I want to run an easy DW game for friends, I will probably be running Homebrew World (and maybe using Perilous Wilds). If I want a longer-form game, then I will probably be playing Stonetop. </p><p></p><p>--------- </p><p></p><p>All that said, I also have a separate issue with Dungeon World that has more to do with its brand of D&D sensibilities and aesthetics. When it was written, OSR was the rage. So Dungeon World leans a bit more heavily into the aesthetics of "old school" D&D. I tend to be more of a "new school" D&D person, so I think that I would have preferred a Dungeon World that leaned more heavily into well... 4e "new school" aesthetics and sensibilities. And considering that there is a "weird" overlap between 4e and Dungeon World fans, including myself, it seems that the game would potentially be better served in the long-term by a revision that leaned more heavily into that 4e D&D side of things. But that's just me. </p><p></p><p>NOTE: My biggest piece of advice for running Dungeon World or any spin-offs is <strong>DO NOT TREAT MOVES IN DUNGEON WORLD LIKE D&D SKILL CHECKS</strong>. This is one of the biggest mistakes, IME, when it comes to people coming into DW from D&D. </p><p></p><p>In D&D you roll dozens of ability/skill checks all the time for the most banal of tasks. Climbing a mountain? Roll an Athletics check. Attacking a dragon with your sword? Roll an attack roll. </p><p></p><p>A character in DW does not roll Defy Danger every time they climb a mountain because you only roll if there is an imminent threat. Likewise, character in DW may not have a chance to succeed in causing physical harm to a dragon with a regular sword, and so there is no need to roll Hack & Slash. (But if they had a Black Arrow passed down from the Lords of Dale and know that there is a missing scale on the dragon's belly? Roll Volley.) Read the Moves in Dungeon World carefully. They tell you the particular conditions when they are triggered.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 9418574, member: 5142"] Dungeon World is no longer supported by its own creators. One of them has received a Black Mark by the industry, and the other has walked away from the game and probably would do Dungeon World differently. So the Dungeon World torch has been carried by other creatives, and their supplements tend to flesh out the game in different ways. I tend to fall into the Lampblack & Brimstone camp, which involves frequent collaborators Jason Lutes and Jeremy Strandberg. If you read their games and supplements, you can definitely see overlapping ideas between Jeremy Strandberg and Jason Lutes. That also means that it's a fairly compatible eco-system of supplements and games. Jason Lutes wrote the highly lauded [URL='https://www.drivethrurpg.com/en/product/407161/the-perilous-wilds-revised-edition']Perilous Wilds[/URL] supplement, which some people in DW consider as mandatory. Jason is also the creator of [URL='https://www.drivethrurpg.com/en/product/157011/freebooters-on-the-frontier']Freebooters on the Frontier[/URL], which I previously mentioned as being in beta for its second edition. Jeremy Strandberg created both [URL='https://spoutinglore.blogspot.com/2018/07/homebrew-world.html']Hombrew World[/URL] and [URL='https://www.kickstarter.com/projects/1735046512/stonetop']Stonetop[/URL]. Stonetop is probably a Top 3 favorite game for me. Most of the time if I want to run an easy DW game for friends, I will probably be running Homebrew World (and maybe using Perilous Wilds). If I want a longer-form game, then I will probably be playing Stonetop. --------- All that said, I also have a separate issue with Dungeon World that has more to do with its brand of D&D sensibilities and aesthetics. When it was written, OSR was the rage. So Dungeon World leans a bit more heavily into the aesthetics of "old school" D&D. I tend to be more of a "new school" D&D person, so I think that I would have preferred a Dungeon World that leaned more heavily into well... 4e "new school" aesthetics and sensibilities. And considering that there is a "weird" overlap between 4e and Dungeon World fans, including myself, it seems that the game would potentially be better served in the long-term by a revision that leaned more heavily into that 4e D&D side of things. But that's just me. NOTE: My biggest piece of advice for running Dungeon World or any spin-offs is [B]DO NOT TREAT MOVES IN DUNGEON WORLD LIKE D&D SKILL CHECKS[/B]. This is one of the biggest mistakes, IME, when it comes to people coming into DW from D&D. In D&D you roll dozens of ability/skill checks all the time for the most banal of tasks. Climbing a mountain? Roll an Athletics check. Attacking a dragon with your sword? Roll an attack roll. A character in DW does not roll Defy Danger every time they climb a mountain because you only roll if there is an imminent threat. Likewise, character in DW may not have a chance to succeed in causing physical harm to a dragon with a regular sword, and so there is no need to roll Hack & Slash. (But if they had a Black Arrow passed down from the Lords of Dale and know that there is a missing scale on the dragon's belly? Roll Volley.) Read the Moves in Dungeon World carefully. They tell you the particular conditions when they are triggered. [/QUOTE]
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