Manbearcat
Legend
number 1 above has my interest - xp for messing up!
The rest, though...the whole idea of bonds and rewards for adhering to them really doesn't fly with me; it seems an artificial way of forcing characters to get along.
And number 4 flies in the face of my unshakeable belief that xp for things like combat etc. should only go to those who actually participated in it. That said, in this system it seems xp are trying to reflect something different (not sure exactly what) than I'm used to; I've always seen xp as a game-mechanical attempt to reflect the character's learning curve. (side note: this is also why I rather detest the idea of giving xp as a player reward e.g. for bringing snacks to the game)
That all said, however:
This looks good (well, except for the relationships part; that could get messy).
Four comments:
1) Since you are keen on "xp as process simulator for learning curve", given the adage of "we learn more from our failures than we do our successes" (unless you don't subscribe to that), it would seem that you would be a fan of "xp for messing up"?
2) What exactly is "xp for gold" modeling? If you solve a myriad of death defying puzzles, strategically map and explore a dizzying engineer marvel, special-ops-style storm the den of the horrific denizens such that nary a scratch is incurred, yet your huge score of gold is disintegrated by the Beholder boss at the end of the dungeon (which you subsequently slay...but have little to show for it)...what exactly is happening in the fiction? Why do our adventurers go from leveling up to status quo?
3) What the xp system is trying to accomplish is general Skinner Box Reward Cycle psychology while rewarding risky, emotionally-invested, genre-coherent action declarations by the players (from which emerges the behavioral portfolio of the PCs).
4) @Campbell took care of the Bonds question. Bonds aren't prescriptive constraints like classic D&D Alignment (neither is Alignment for that matter - see 3 above). They are questions to be answered or statements to be verified (or upturned), in play, about relationships. "Resolving a Bond" (done at End of Session after both players agree it has taken place) just means that we've achieved the answering, verification, or upturning. Mark xp and write a new Bond (perhaps signifying the change of state if there was one).
So, quite player-centric (as opposed to DM-centric).
Are all the characters' bonds etc. known to the other players, or can some or all be kept secret? (e.g. my character Bjorn might have as a bond a secret crush on your character Twylia; not much of a secret if you-as-Twylia's-player know about it)
One thing it seems to deny you as DM is the ability to make stuff up that breaks the rules, which in traditional D&D we've always kind of had. Seems a bit constraining.
Lanefan
As to the first:
The text is entirely silent on whether Bonds have to be known to all the players. Since the text is silent, that means that you would handle that however you'd like as a table (basically just social contract). It certainly isn't incoherent for Dungeon World for the PCs to have secrets and a bit of intra-party strife/disagreement. The resolution mechanics support that.
On the second:
It doesn't "seem to deny you the ability to break the rules", it explicitly forbids it! The first page on Gamesmastering has "Follow the Rules" as a primary tenant!
But what if you don't need to break the rules? What if awesome, exciting, genre-coherent stuff just happens (all the time) by simply following the rules, following your principles, being creative, and merely playing the game?
Where is the romance with/need for rule-breaking then?
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