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Mixed age group Dungeon World Actual Play
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<blockquote data-quote="darkbard" data-source="post: 8562377" data-attributes="member: 1282"><p>1. I was pretty pleased with my GMing overall. Sure, I forgot a few things (like the Fighter's Signature Weapon piercing through 2 of the lizardfolks' armor). But considering we had only one copy of the book (in my possession), with digital aids verboten for the evening, I don't think I struggled too much. I had forgotten that 15 year old boys will be 15 year old boys, though, and probably should have emphasized the cooperative nature of the PCs to counterbalance individual PC advocacy somewhat. I felt pretty confident going in, for these were completely inexperienced players, with little to no expectations, and they were super eager to play and learn, which facilitates confidence (he says, the former teacher in him shining through).</p><p></p><p>2. When my friend consulted me a few weeks back about possible ideas for RPGs to play with his family, I mentioned the 5E Starter Set begrudgingly, noting that so many of D&D's elements had entered the zeitgeist, and so his boys would have a passing familiarity with them. But I also know that D&D of any edition is pretty far along on the complexity scale and with many specialized rules not shared between classes, and with too much left to DM fiat, which works against the kind of cooperative storytelling game that interests me, especially with 5E's peeling back of 4E's AEDU structure. PbtA's streamlined Basic Moves and limited but focused and, I would argue, trope-enabling Playbook Moves seemed easier to me to teach in a few hours session. That DW shares the vast bulk of D&D's cultural material allows the game to partake of the best of both worlds. That the 2d6+ modifier resolution system stochastically produces mixed outcomes (in comparison with what is often a binary outcome in D&D) helped propel play via the snowballing nature of checks in the game, thus making for very few, if any, moments of indecision, awkward pauses (ht Craig Ferguson), or pressure on the GM to direct play in any meaningful way beyond turning the players' answers, characterizations, etc back to them via questions and so on.</p><p></p><p>ETA: I think DW's first session PC creation rules (especially Bonds) as a group plus shared world creation via the map contrast significantly with D&D's <em>typical</em> process of discrete PC creation and especially the world being the creation and sole purview of the DM. Sure, plenty of groups create PCs together and some DMs allow some player input to the world (usually as it pertains to their individual PC), but I speak here in generalities. I think DW's process offloaded much of the DM "burden" to the table as a shared process, and facilitated our getting on the same page (relatively) quickly.</p></blockquote><p></p>
[QUOTE="darkbard, post: 8562377, member: 1282"] 1. I was pretty pleased with my GMing overall. Sure, I forgot a few things (like the Fighter's Signature Weapon piercing through 2 of the lizardfolks' armor). But considering we had only one copy of the book (in my possession), with digital aids verboten for the evening, I don't think I struggled too much. I had forgotten that 15 year old boys will be 15 year old boys, though, and probably should have emphasized the cooperative nature of the PCs to counterbalance individual PC advocacy somewhat. I felt pretty confident going in, for these were completely inexperienced players, with little to no expectations, and they were super eager to play and learn, which facilitates confidence (he says, the former teacher in him shining through). 2. When my friend consulted me a few weeks back about possible ideas for RPGs to play with his family, I mentioned the 5E Starter Set begrudgingly, noting that so many of D&D's elements had entered the zeitgeist, and so his boys would have a passing familiarity with them. But I also know that D&D of any edition is pretty far along on the complexity scale and with many specialized rules not shared between classes, and with too much left to DM fiat, which works against the kind of cooperative storytelling game that interests me, especially with 5E's peeling back of 4E's AEDU structure. PbtA's streamlined Basic Moves and limited but focused and, I would argue, trope-enabling Playbook Moves seemed easier to me to teach in a few hours session. That DW shares the vast bulk of D&D's cultural material allows the game to partake of the best of both worlds. That the 2d6+ modifier resolution system stochastically produces mixed outcomes (in comparison with what is often a binary outcome in D&D) helped propel play via the snowballing nature of checks in the game, thus making for very few, if any, moments of indecision, awkward pauses (ht Craig Ferguson), or pressure on the GM to direct play in any meaningful way beyond turning the players' answers, characterizations, etc back to them via questions and so on. ETA: I think DW's first session PC creation rules (especially Bonds) as a group plus shared world creation via the map contrast significantly with D&D's [I]typical[/I] process of discrete PC creation and especially the world being the creation and sole purview of the DM. Sure, plenty of groups create PCs together and some DMs allow some player input to the world (usually as it pertains to their individual PC), but I speak here in generalities. I think DW's process offloaded much of the DM "burden" to the table as a shared process, and facilitated our getting on the same page (relatively) quickly. [/QUOTE]
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