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On Skilled Play: D&D as a Game
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<blockquote data-quote="Manbearcat" data-source="post: 8290101" data-attributes="member: 6696971"><p>Yeah, I've seen Dungeon World compared to B/X before.</p><p></p><p>I'm like...what? I don't understand how anyone could have run a Moldvay Basic Dungeon Crawl...and run a game of Dungeon World and felt like these games are even the same lineage let alone remotely actually <em>being </em>similar.</p><p></p><p>Torchbearer...absolutely (though still...not remotely the same game). Dungeon World? No...not even close. To me, Dungeon World feels like if you took D&D 4e, excised the extremely tactical demanding aspect of play and minutiae, retained the key word relevance in the deeply embedded thematics, turned all of play into Skill Challenges, amped up the Thematic Skill Play leveraging aspect (including skillfully using gear and managing decision-points in cost/complication), and PBtA-ified the whole thing.</p><p></p><p>That...is not B/X...</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8290101, member: 6696971"] Yeah, I've seen Dungeon World compared to B/X before. I'm like...what? I don't understand how anyone could have run a Moldvay Basic Dungeon Crawl...and run a game of Dungeon World and felt like these games are even the same lineage let alone remotely actually [I]being [/I]similar. Torchbearer...absolutely (though still...not remotely the same game). Dungeon World? No...not even close. To me, Dungeon World feels like if you took D&D 4e, excised the extremely tactical demanding aspect of play and minutiae, retained the key word relevance in the deeply embedded thematics, turned all of play into Skill Challenges, amped up the Thematic Skill Play leveraging aspect (including skillfully using gear and managing decision-points in cost/complication), and PBtA-ified the whole thing. That...is not B/X... [/QUOTE]
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