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<blockquote data-quote="Gilladian" data-source="post: 6428654" data-attributes="member: 2093"><p>Take a look at Dungeon World. It has a very "we create together" kind of feel for world-building and interaction with the environment. It also has a mechanism where you can "fail forward" on rolls; it's all 2d6, so if you roll 10 or higher, you succeed on a roll, rolls of 7-9 are "you succeed but there's a complication", and 2-6 are "you fail" in some way or other. Some actions (called "moves") have a list of "success" results and "fail" results, so they're easy to adjudicate, but other moves (defy danger, for example) are up to the DM and/or players to decide what the complication or failure is.</p><p></p><p>Another nice thing is that character leveling is very simple. character options are shown on the sheets, and you just select what you want and "check it off" as your selected option. XP is earned when you fail a roll, also, so even if a character is "unlucky", they will go up levels faster.</p></blockquote><p></p>
[QUOTE="Gilladian, post: 6428654, member: 2093"] Take a look at Dungeon World. It has a very "we create together" kind of feel for world-building and interaction with the environment. It also has a mechanism where you can "fail forward" on rolls; it's all 2d6, so if you roll 10 or higher, you succeed on a roll, rolls of 7-9 are "you succeed but there's a complication", and 2-6 are "you fail" in some way or other. Some actions (called "moves") have a list of "success" results and "fail" results, so they're easy to adjudicate, but other moves (defy danger, for example) are up to the DM and/or players to decide what the complication or failure is. Another nice thing is that character leveling is very simple. character options are shown on the sheets, and you just select what you want and "check it off" as your selected option. XP is earned when you fail a roll, also, so even if a character is "unlucky", they will go up levels faster. [/QUOTE]
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