D&D 5E Experiment: DnD 5e meets Dungeonworld

MagicSN

First Post
Hi!


Since a while in my 5e group we are doing a little experiment "5e meets Dungeonworld" by applying some of the ideas from the gamesystem "Dungeonworld" to 5e. We do NOT use the game system Dungeonworld, but instead we just apply some of it's "principles" and core ideas while using DnD 5e rules as the game system.
The only of us who ever played the game system "Dungeonworld" was NOT impressed by the system and told
us 5e is much better as game system (his idea was it to "import some ideas into 5e").


While I was in the beginning very sceptic on this way of gamemastering vs. traditional gamemastering, here is a short report on the results, maybe interesting for other people as well.

How it works:


"Getting the scenery"


The GM asks the players what they want to play today. For example they might want to play something related to an event in the backstory of their characters, or hunt a specific antagonist, who escaped them in the last session or safe the life of a specific NPC. What the players tell there is usually not in detail (the details will be done by the GM, the players can't dictate that), but they give the direction what they would like to play, so the GM can work from there. In this way of playing it is very important that the players play "the story they want to play, not some scripted story which has nothing to do with their characters. The backstories are actually interwoven into the campaign. The backstories together IS the campaign. While in traditional style often the backstory only comes in as a side-thing while the "adventure" the GM prepared is the main thing in traditional GMing.


"How to start"
The GM presents a situation. The situation is usually NOT scripted out. The GM asks the players to "fill it out".
Usually there is some "gap" between where the players where last time and where they start next time, they
start in the middle of the action. Here is an example:


GM: "You are standing in a side-street in a city in Thay. In front of you there is a man lying in the street, lightly bleeding. Who is this man? Why was he hit? And what have you to do with him?"

Paladin: "Well, I hit him of course! He is a red wizard of Thay. He works for my arch-nemesis and I definitely
will get some answers from him now!"
Rogue: "As you know I am looking for my parents who were abducted by Thayan Slavers. This guy is involved in the slavetrade and might know where they are. Paladin was trying to get it out of the guy. And I joined forces with Paladin and promised to help him against his arch nemesis, the highpriest of Bane."


Usually the start-scene is an action-scene though not needingly a combat encounter.

"Do NOT prepare a story"


Instead of preparing a "script" you just prepare NPCs (and yes, maybe some initial events as outlined above).
After that it is all up to what the players do, what the antagonists do - and the dice rolls of course (see below).
And the antagonists need to react. They are NOT things who wait for the characters to arrive and slay them - when the characters do something - they react!


"Fail Forward"


*Never* say "what you try to do fails", even if the player rolls a 1. This can be applied in several ways, good things are often that something unexpected happens which modifies the outcome, that the antagonist makes a "move" at exactly this time or that some other things happen. It is for this way of doing it important that only ONE character rolls for any event. And it is always the character where the player said he is doing something.


"Hard Move" and "Good Dice Results"


If a player had a really bad dice result (in 5e we did it like if D20+Skill rooll was 5 or smaller, with an even worse result if it was a natural 1), the GM does a "hard move". A "hard move" can mean that the situation is even worse than what the players thought it is. Or that an antagonist does a move. Or that something (bad)
unexpected happens. Characteristic for this system is that many things are not pre-scripted but "come to be" by dice-rolls. Often they only exist due to players investigating them.


We had for example this duke of Cormyr, where the players suspected he might be charmed by a spell, so they examined (using an Arcana check). Sadly the Sorceress rolled 1 on the Arcana check. In this system this does NOT mean she failed to examine the Duke or NOT that the GM gives them false information - actually the guidelines say the GM should NEVER lie to the players!!! Instead it meant the sorceress found out something really bad about the Duke - in this case it was that he was terminally ill with a "magical curse" and only had a few days left to live (though he tried to hide it). This of course had a HUGE influence on the whole plot as you can imagine (there was a hostile army before the gates...).


"Hard Moves" can screw up player plans seriously - but can also be fun. It CAN be a bit of an issue if some players tend to roll on abilities where they are really bad in (like -1 or +0 values), this has a much higher chance in provoking "Hard Moves". Some players who find this funny might even provoke such screwing up by using such abilities often (I heard a story about a game session where in the end the GM said "I am tired of punishing HIS character for YOUR bad rolls - now YOU get it!")


Basically the story evolves by the "Hard Moves", by the reaction of the antagonists to the player's plans and by what the characters do - the same way a bad result forms the story it works for good results, a player might tell "my character once read a legend about a magic sword that was specifically created to defeat THIS dragon we have trouble with - the player rolls History and gets a result of 23 - means it is exactly like the player claims! (Of course with some reason... if the GM says no way this works, then it doesn't... but usually it should be...).


A very specific way in this type of game is that NOTHING is "safe". Everything in the gameworld or backstories can change based on these dice results. You cannot stick to lore, especially, though the GM has of course his way to influence the direction into which everything goes. But if the duke has this terminal illness due to the bad dice roll of the sorceress - then this overrides that in the campaign book it is written this Duke will still be Duke in 20 years or whatever...


Sometimes it can be problematic if the Dice-based Screwup seriously messes up the backstory of a character - the recommendation is to still go with the story as it "flows". Still it is of course possible (we had that once) that if a player is too uncomfortable with an outcome to influence it a bit so the player still has fun (like a player playsa Paladin who is very serious about his believes, and suddenly due to a few bad dice results get gets hunted as a traitor of his order - not everyone wants to play that), the influence not being to revert what happened, but instead to give him scenes where he can redeem himselves or even downplay some situations.
Here the GMs experience is asked for.

But even that should only be rarely done, only if it would be a gamebreaker for some player (have to admit something like that once happened to me, and I was happy about the scene the GM who noticed that gave me then ^^)


"Partial Successes"

If you for example (as the GM) have set 20 as success, then a 15 would not be a failure but a "partial success". This means the character achieved SOME of what he wanted, but not all. Or he needs to make a DECISION (the players hunt a certain villain, and roll Survival to get on his track... they find the track, but ALSO they find that a camp of villagers is attacked by orcs just in this area - and either they can allow the villain get away and fight the orcs, or they can let the villagers die and catch the villain - but maybe they have an idea how they could achieve both?)


The (Non-)Role of Scripting

As mentioned above NOTHING is "safe". Neither the backstory of the characters nor that your (as the GM) favourite villain is not killed on first encounter with the characters. We once had the situation where the characters needed magic oil which the rebels in their fortress had (to destroy a bridge with the burning oil). When they arrived a character rolled perception - the 1. The GM decided that they arrived just when the last dozen of the rebels was cut down by the enemy army who had found (due to the 1) the hideout of the
rebels. Suddenly the situation changed majorly... No Scripted events!


Names

If in the story a name comes up (for example of a city) very often it is dealt with like "okay, you come from this city - what's the name of the city?" meaning not the GM invents the name but the player who currently connects something to his backstory. Many GMs use "name tables" to have names ready for unplanned NPCs appearing. Personally I do not like name tables - I want not to know if the NPC I meet was "planned" or "unplanned". If he consults his name table I know he was unplanned...



My Comment


The system has several advantages and disadvantages. Sometimes it feels a bit "butterfly effect"-y. Might depend a bit on the group how heavily, of course.


- Advantage: Players can play the stories they WANT to play
- Advantage: The backstory of the characters plays the MAINROLE instead of a SIDEROLE (in the example above for example the red mage the Paladin beat up had a big story
with the nemesis of the Paladin, a Cleric of Bane, as it turned out)
- Advantage: GM's need much less time to prepare for the game evening
- Advantage: It is easier to GM in this system (though probably harder to "reach perfection")
- Advantage: No boring "you fail" situations anymore
- Advantage: Players have the feeling their character matters, and does not follow the rails... very often the story leads somewhere what definitely no GM has preimagined
- Disadvantage: If you like "fixed lore" say goodbye to it in this system
- Disadvantage: A series of bad rolls can lead to uncomfortable situations for players and GM
- Disadvantage: It probably needs more experience by the players
- Disadvantage: If you have many players who have no clue about the gameworld you play in you can get quite some deviation from "official" lore (though the GM still has
some influence where the story leads... "our" Thay for example is still fairly similar to official Thay, but still some big differences)
- That "anything can fall" is both disadvantage and advantage, depending on where you stand
- The system seems to lead to less battles, if this is an advantage or disadvantage you need to decide for yourselves (due to a fail not always meaning a fail but the
story moves forward)
If this is for you, you need to decide yourselves! BTW: Doesn't work with most prepublished adventures... most of them use scripting too heavily... with this system if they
write "at that time this and that NPC meets with the PCs at thisandthat place" with this system you don't even know if at that time "that place" still exists or if it maybe
was destroyed ;-)

Best regards,
Steffen
 

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Hi!


Since a while in my 5e group we are doing a little experiment "5e meets Dungeonworld" by applying some of the ideas from the gamesystem "Dungeonworld" to 5e. We do NOT use the game system Dungeonworld, but instead we just apply some of it's "principles" and core ideas while using DnD 5e rules as the game system.
The only of us who ever played the game system "Dungeonworld" was NOT impressed by the system and told
us 5e is much better as game system (his idea was it to "import some ideas into 5e").


While I was in the beginning very sceptic on this way of gamemastering vs. traditional gamemastering, here is a short report on the results, maybe interesting for other people as well.

How it works:


"Getting the scenery"


The GM asks the players what they want to play today. For example they might want to play something related to an event in the backstory of their characters, or hunt a specific antagonist, who escaped them in the last session or safe the life of a specific NPC. What the players tell there is usually not in detail (the details will be done by the GM, the players can't dictate that), but they give the direction what they would like to play, so the GM can work from there. In this way of playing it is very important that the players play "the story they want to play, not some scripted story which has nothing to do with their characters. The backstories are actually interwoven into the campaign. The backstories together IS the campaign. While in traditional style often the backstory only comes in as a side-thing while the "adventure" the GM prepared is the main thing in traditional GMing.


"How to start"
The GM presents a situation. The situation is usually NOT scripted out. The GM asks the players to "fill it out".
Usually there is some "gap" between where the players where last time and where they start next time, they
start in the middle of the action. Here is an example:


GM: "You are standing in a side-street in a city in Thay. In front of you there is a man lying in the street, lightly bleeding. Who is this man? Why was he hit? And what have you to do with him?"

Paladin: "Well, I hit him of course! He is a red wizard of Thay. He works for my arch-nemesis and I definitely
will get some answers from him now!"
Rogue: "As you know I am looking for my parents who were abducted by Thayan Slavers. This guy is involved in the slavetrade and might know where they are. Paladin was trying to get it out of the guy. And I joined forces with Paladin and promised to help him against his arch nemesis, the highpriest of Bane."


Usually the start-scene is an action-scene though not needingly a combat encounter.

"Do NOT prepare a story"


Instead of preparing a "script" you just prepare NPCs (and yes, maybe some initial events as outlined above).
After that it is all up to what the players do, what the antagonists do - and the dice rolls of course (see below).
And the antagonists need to react. They are NOT things who wait for the characters to arrive and slay them - when the characters do something - they react!


"Fail Forward"


*Never* say "what you try to do fails", even if the player rolls a 1. This can be applied in several ways, good things are often that something unexpected happens which modifies the outcome, that the antagonist makes a "move" at exactly this time or that some other things happen. It is for this way of doing it important that only ONE character rolls for any event. And it is always the character where the player said he is doing something.


"Hard Move" and "Good Dice Results"


If a player had a really bad dice result (in 5e we did it like if D20+Skill rooll was 5 or smaller, with an even worse result if it was a natural 1), the GM does a "hard move". A "hard move" can mean that the situation is even worse than what the players thought it is. Or that an antagonist does a move. Or that something (bad)
unexpected happens. Characteristic for this system is that many things are not pre-scripted but "come to be" by dice-rolls. Often they only exist due to players investigating them.


We had for example this duke of Cormyr, where the players suspected he might be charmed by a spell, so they examined (using an Arcana check). Sadly the Sorceress rolled 1 on the Arcana check. In this system this does NOT mean she failed to examine the Duke or NOT that the GM gives them false information - actually the guidelines say the GM should NEVER lie to the players!!! Instead it meant the sorceress found out something really bad about the Duke - in this case it was that he was terminally ill with a "magical curse" and only had a few days left to live (though he tried to hide it). This of course had a HUGE influence on the whole plot as you can imagine (there was a hostile army before the gates...).


"Hard Moves" can screw up player plans seriously - but can also be fun. It CAN be a bit of an issue if some players tend to roll on abilities where they are really bad in (like -1 or +0 values), this has a much higher chance in provoking "Hard Moves". Some players who find this funny might even provoke such screwing up by using such abilities often (I heard a story about a game session where in the end the GM said "I am tired of punishing HIS character for YOUR bad rolls - now YOU get it!")


Basically the story evolves by the "Hard Moves", by the reaction of the antagonists to the player's plans and by what the characters do - the same way a bad result forms the story it works for good results, a player might tell "my character once read a legend about a magic sword that was specifically created to defeat THIS dragon we have trouble with - the player rolls History and gets a result of 23 - means it is exactly like the player claims! (Of course with some reason... if the GM says no way this works, then it doesn't... but usually it should be...).


A very specific way in this type of game is that NOTHING is "safe". Everything in the gameworld or backstories can change based on these dice results. You cannot stick to lore, especially, though the GM has of course his way to influence the direction into which everything goes. But if the duke has this terminal illness due to the bad dice roll of the sorceress - then this overrides that in the campaign book it is written this Duke will still be Duke in 20 years or whatever...


Sometimes it can be problematic if the Dice-based Screwup seriously messes up the backstory of a character - the recommendation is to still go with the story as it "flows". Still it is of course possible (we had that once) that if a player is too uncomfortable with an outcome to influence it a bit so the player still has fun (like a player playsa Paladin who is very serious about his believes, and suddenly due to a few bad dice results get gets hunted as a traitor of his order - not everyone wants to play that), the influence not being to revert what happened, but instead to give him scenes where he can redeem himselves or even downplay some situations.
Here the GMs experience is asked for.

But even that should only be rarely done, only if it would be a gamebreaker for some player (have to admit something like that once happened to me, and I was happy about the scene the GM who noticed that gave me then ^^)


"Partial Successes"

If you for example (as the GM) have set 20 as success, then a 15 would not be a failure but a "partial success". This means the character achieved SOME of what he wanted, but not all. Or he needs to make a DECISION (the players hunt a certain villain, and roll Survival to get on his track... they find the track, but ALSO they find that a camp of villagers is attacked by orcs just in this area - and either they can allow the villain get away and fight the orcs, or they can let the villagers die and catch the villain - but maybe they have an idea how they could achieve both?)


The (Non-)Role of Scripting

As mentioned above NOTHING is "safe". Neither the backstory of the characters nor that your (as the GM) favourite villain is not killed on first encounter with the characters. We once had the situation where the characters needed magic oil which the rebels in their fortress had (to destroy a bridge with the burning oil). When they arrived a character rolled perception - the 1. The GM decided that they arrived just when the last dozen of the rebels was cut down by the enemy army who had found (due to the 1) the hideout of the
rebels. Suddenly the situation changed majorly... No Scripted events!


Names

If in the story a name comes up (for example of a city) very often it is dealt with like "okay, you come from this city - what's the name of the city?" meaning not the GM invents the name but the player who currently connects something to his backstory. Many GMs use "name tables" to have names ready for unplanned NPCs appearing. Personally I do not like name tables - I want not to know if the NPC I meet was "planned" or "unplanned". If he consults his name table I know he was unplanned...



My Comment


The system has several advantages and disadvantages. Sometimes it feels a bit "butterfly effect"-y. Might depend a bit on the group how heavily, of course.


- Advantage: Players can play the stories they WANT to play
- Advantage: The backstory of the characters plays the MAINROLE instead of a SIDEROLE (in the example above for example the red mage the Paladin beat up had a big story
with the nemesis of the Paladin, a Cleric of Bane, as it turned out)
- Advantage: GM's need much less time to prepare for the game evening
- Advantage: It is easier to GM in this system (though probably harder to "reach perfection")
- Advantage: No boring "you fail" situations anymore
- Advantage: Players have the feeling their character matters, and does not follow the rails... very often the story leads somewhere what definitely no GM has preimagined
- Disadvantage: If you like "fixed lore" say goodbye to it in this system
- Disadvantage: A series of bad rolls can lead to uncomfortable situations for players and GM
- Disadvantage: It probably needs more experience by the players
- Disadvantage: If you have many players who have no clue about the gameworld you play in you can get quite some deviation from "official" lore (though the GM still has
some influence where the story leads... "our" Thay for example is still fairly similar to official Thay, but still some big differences)
- That "anything can fall" is both disadvantage and advantage, depending on where you stand
- The system seems to lead to less battles, if this is an advantage or disadvantage you need to decide for yourselves (due to a fail not always meaning a fail but the
story moves forward)
If this is for you, you need to decide yourselves! BTW: Doesn't work with most prepublished adventures... most of them use scripting too heavily... with this system if they
write "at that time this and that NPC meets with the PCs at thisandthat place" with this system you don't even know if at that time "that place" still exists or if it maybe
was destroyed ;-)

Best regards,
Steffen

These are some really good ideas. I've borrowed a little from Dungeon World myself, but not to this extent. I may have to give it a try when my next campaign starts. Thanks!
 

I similarly very much like the principles Dungeon World discusses. (And the few games I've played/run)

I very much like the idea of leverage from "Parley" (See: http://www.dungeonworldsrd.com/moves/#Parley) and incorporate it into my D&D games.

Basically: if the characters are attempted to persuade, manipulate or intimidate NPCs to do something risky or beyond their routine then the players should require some form of “leverage” to do so. This may be a promise or a threat, something the NPC wants or wants to avoid. This leverage should be tangible or at least credible. The NPC might demand something based upon this leverage even if the characters are successful in their chosen method of persuasion.

It is something very subtly different from *just* rolling Persuasion/Intimidation.
 

Hi!

Well, actually in our group the GM never allowed "just rolling Persuasion" even before this experiment. This was something we were doing even before playing D&D (we played Midgard before, which is a german RPG-system which is very strongly based on skill-rolls, maybe we carried over some of it's ideas... but nobody in our group ever came to the idea that you would "just roll dice").

To convince someone of something you need to give your arguments. We usually settled this in a little first-person talk (as if the player was his/her character and the GM the NPC). And after this talk went a while the GM said "Well, roll Persuasion/Intimidation/Deception". The value he needs (and if he gets Advantage/Disadvantage/none-of-it) also depended on how well he described his case in the RPG-scene.

If there is no description -> no dice roll. So basically the same thing you are doing in your group.

But that's not only true for Persuasion/Intimidation, I think for ALL skill rolls it is important that you describe what you actually do. This especially makes the world "more living".

Best regards,
Steffen
 

Hi!

Well, actually in our group the GM never allowed "just rolling Persuasion" even before this experiment. This was something we were doing even before playing D&D (we played Midgard before, which is a german RPG-system which is very strongly based on skill-rolls, maybe we carried over some of it's ideas... but nobody in our group ever came to the idea that you would "just roll dice").

To convince someone of something you need to give your arguments. We usually settled this in a little first-person talk (as if the player was his/her character and the GM the NPC). And after this talk went a while the GM said "Well, roll Persuasion/Intimidation/Deception". The value he needs (and if he gets Advantage/Disadvantage/none-of-it) also depended on how well he described his case in the RPG-scene.

If there is no description -> no dice roll. So basically the same thing you are doing in your group.

But that's not only true for Persuasion/Intimidation, I think for ALL skill rolls it is important that you describe what you actually do. This especially makes the world "more living".

Best regards,
Steffen

I think it's important to do this, but also to make some allowances. If a player who is not very charismatic or persuasive in real life wants to have the experience of playing a character who is socially adept, he shouldn't be unduly restricted from doing so - and likewise if a player chooses to play a character who is socially inept, he shouldn't be able to out-do the party's bard in conversation just because the player himself is silver-tongued.
 


I think it's important to do this, but also to make some allowances. If a player who is not very charismatic or persuasive in real life wants to have the experience of playing a character who is socially adept, he shouldn't be unduly restricted from doing so - and likewise if a player chooses to play a character who is socially inept, he shouldn't be able to out-do the party's bard in conversation just because the player himself is silver-tongued.

He at least needs to tell what his character wants to achieve and with which arguments. If he doesn't state what his character say, how can the GM know how the NPC would respond/react?

If someone absolutely cannot talk maybe a board game would be better for him, something like Descent which only includes the combat-aspects of RPGing?

But anyways, it is easy for a skilled Gamemaster to make the RPG-the-situation-out dependent on who talks, as to how easy/hard it is. And the other players also sit at the table, if they see someone struggle with a situation they often give suggestions.

We also had sometimes something like "that's something maybe your character has said, not mine, or what do you think?"

Best regards,
Steffen
 

There is some discussion of this sort of thing in this current thread.

It's also possible [MENTION=6696971]Manbearcat[/MENTION] might be interested in this thread.

I may post some thoughts in this thread after I take a look at the lead post, but I think my thoughts on trying to map 5e to Dungeon World are pretty well encapsulated in your thread!

There are several components of 5e from fundamental play premise to profound GM mandate to the lack of system-integrated reward cycles (eg not bolted on, but deeply integrated so they are fundamental to the play experience) to the nature of the action resolution mechanics that make 5e and Dungeon World not very kindred. I mean, its not insurmountable...but mapping one to the other is difficult enough so as to not be worth the cause...because...well, just play Dungeon World!

But yes, there are certain GMing components (Fronts, applying functional Costs/Complications, certain Moves and Principles) that should help 5e GMs (any GMs really).
 

Well, our opinion on Dungeonworld was that we
do not like the gamesystem (those of us who
tried it out - our main GM summarized it
as "it is fun to try a fee times but as gsme system
for our style of game 5e is much better". He
was the guy btw who suggested
to take some ideas from there.

There is nothing about action resolution in
The stuff i outlined above so where is the
Contradiction? (And we use this since several
Months and it works :))

We are NOT integrating one system to the orher.
We just take sone ideas from one to the other!
 

I think it's important to do this, but also to make some allowances. If a player who is not very charismatic or persuasive in real life wants to have the experience of playing a character who is socially adept, he shouldn't be unduly restricted from doing so - and likewise if a player chooses to play a character who is socially inept, he shouldn't be able to out-do the party's bard in conversation just because the player himself is silver-tongued.

For my own interests I am not particularly interested in rewarding social adeptness or punishing its lack. Rather the skillset I am looking to reward is a player's ability to leverage what they know about the fiction to achieve their character's aims. This particular skill in fictional positioning applies just as much to violent confrontation as social manipulation. I view this sort of skilled play by way of leveraging the fiction to be a cornerstone of playing a roleplaying game.

I will have more later. Just wanted to offer a few quick thoughts.
 

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