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Dungeonworld any good?
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<blockquote data-quote="DM_Jeff" data-source="post: 3201534" data-attributes="member: 3687"><p>Okay here goes. Anyone who followed the intro's to Fast Forward books knows it was run and managed by a bunch of old-school TSR folks with great ideas who just couldn't get up to speed with the new millennia and understand there was now a cohesive rules set to follow. In other words, back in the day Jim Ward had no problem giving a regular orc a "-10" armor class in a dungeon and claim it was a magic force field, and that carried over to their products. </p><p></p><p>"Who cares if the numbers are a bit off, it's a game, for crying out loud, the DM shoud able able to make up whatever modifications he wants"....which is fine for the old days, but it doesn't exactly cut it with the d20 system in published products of today. They were creating stats like they were making them for their home games, not the public (at least that's the impression I got). </p><p></p><p>Dungeon World and its products were a very good read, actually. It does not take much at all to throw out stupid rules like "clerics diminishing" or to adjust a giant's hit dice or AC a bit or throw out their spells and prestige classes (which didn't make up most of the Dungeon World books anyway).</p><p></p><p>By the way, I'm not 100% defending it, though. $5-$10 is a fair price for it, yes. I ran a two-shot game there and my players loved it. It's what the DM does with it.</p><p></p><p>-DM Jeff</p></blockquote><p></p>
[QUOTE="DM_Jeff, post: 3201534, member: 3687"] Okay here goes. Anyone who followed the intro's to Fast Forward books knows it was run and managed by a bunch of old-school TSR folks with great ideas who just couldn't get up to speed with the new millennia and understand there was now a cohesive rules set to follow. In other words, back in the day Jim Ward had no problem giving a regular orc a "-10" armor class in a dungeon and claim it was a magic force field, and that carried over to their products. "Who cares if the numbers are a bit off, it's a game, for crying out loud, the DM shoud able able to make up whatever modifications he wants"....which is fine for the old days, but it doesn't exactly cut it with the d20 system in published products of today. They were creating stats like they were making them for their home games, not the public (at least that's the impression I got). Dungeon World and its products were a very good read, actually. It does not take much at all to throw out stupid rules like "clerics diminishing" or to adjust a giant's hit dice or AC a bit or throw out their spells and prestige classes (which didn't make up most of the Dungeon World books anyway). By the way, I'm not 100% defending it, though. $5-$10 is a fair price for it, yes. I ran a two-shot game there and my players loved it. It's what the DM does with it. -DM Jeff [/QUOTE]
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