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Experiment: DnD 5e meets Dungeonworld
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<blockquote data-quote="Manbearcat" data-source="post: 7077186" data-attributes="member: 6696971"><p>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! </p><p></p><p>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!</p><p></p><p>But yes, there are certain GMing components (Fronts, applying functional Costs/Complications, certain Moves and Principles) that should help 5e GMs (any GMs really).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7077186, member: 6696971"] 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). [/QUOTE]
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