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Recurring silly comment about Apocalypse World and similar RPGs
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<blockquote data-quote="Manbearcat" data-source="post: 9249555" data-attributes="member: 6696971"><p>I agree that Dungeon World is danger-filled, action-adventure play by design and execution in the play (it can't help but be). I don't agree that it is dungeon-focused play (either thematically or procedurally) at all. It might include a dungeon here and there, but it falls well short of the mark of "dungeon-focused."</p><p></p><p>The thematic and design touchstones for Dungeon World are Burning Wheel (xp, the first End of Session question, and some themes and mythology sprinkled about in playbooks), Shadows of Yesterday (alignment), AW/Freemarket (bonds), and Basic + AD&D (playbooks, EoS questions sans the aforementioned ones, Hirelings, Encumbrance/Coin, Monsters and general mythology). Such a mix generates a dynamic where "play goes where the playbooks, the bonds, the alignment, and the players' protagonism via their PCs goes" and that such tends to skew heavily away from dungeon crawling on the balance. </p><p></p><p>For instance, the last DW game I GMed (Druid and Fighter playbooks) saw 1 dungeon in their 1-10 game. This ancient ruin was an emergent feature of them trying to escape <the equivalent of> supernatural, spiritual pyroclasm and getting trapped in a cave-in. The 1-10 game I GMed before that (Wizard and Paladin) saw 1 duneon in its span. This ancient ruin was goal-directed by the players and generated via a Spout Lore move.</p><p></p><p>I would say that spread mentioned above (the % of dungeon content and the nature of the dungeon content generated) is about right in all the DW games I've run (which is a ridiculous amount of hours and levels in the last 10 years...and I'm just talking DW...not Stonetop).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9249555, member: 6696971"] I agree that Dungeon World is danger-filled, action-adventure play by design and execution in the play (it can't help but be). I don't agree that it is dungeon-focused play (either thematically or procedurally) at all. It might include a dungeon here and there, but it falls well short of the mark of "dungeon-focused." The thematic and design touchstones for Dungeon World are Burning Wheel (xp, the first End of Session question, and some themes and mythology sprinkled about in playbooks), Shadows of Yesterday (alignment), AW/Freemarket (bonds), and Basic + AD&D (playbooks, EoS questions sans the aforementioned ones, Hirelings, Encumbrance/Coin, Monsters and general mythology). Such a mix generates a dynamic where "play goes where the playbooks, the bonds, the alignment, and the players' protagonism via their PCs goes" and that such tends to skew heavily away from dungeon crawling on the balance. For instance, the last DW game I GMed (Druid and Fighter playbooks) saw 1 dungeon in their 1-10 game. This ancient ruin was an emergent feature of them trying to escape <the equivalent of> supernatural, spiritual pyroclasm and getting trapped in a cave-in. The 1-10 game I GMed before that (Wizard and Paladin) saw 1 duneon in its span. This ancient ruin was goal-directed by the players and generated via a Spout Lore move. I would say that spread mentioned above (the % of dungeon content and the nature of the dungeon content generated) is about right in all the DW games I've run (which is a ridiculous amount of hours and levels in the last 10 years...and I'm just talking DW...not Stonetop). [/QUOTE]
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