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General Tabletop Discussion
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Rules, Rulings and Second Order Design: D&D and AD&D Examined
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<blockquote data-quote="Clint_L" data-source="post: 9042012" data-attributes="member: 7035894"><p>When I compare D&D to the rules for Dungeon World (and hopefully someone who <em>actually plays DW and knows what they are talking about more than I do</em> can weigh in), some obvious differences jump out.</p><p></p><p>1. Combat is much less constrained, and basically is handled similarly to other kinds of "moves." In other words, it is more narrative. If what you want is more of a pure storytelling/role-play experience, then this is going to be way better, and I'll bet it is much faster paced. However...I like getting out my miniatures and building a Dungeon set, or whatever. So for me, this potential feature becomes a flaw.</p><p></p><p>2. Adventure building is, interestingly, a bit more constrained in the sense that <em>the game actually helps you build an adventure.</em> Plus, players are more empowered to contribute to the story. I like this. A lot. There is also more consistency in how moves are resolved, unlike skill checks in D&D, which have far more DM discretion built into them.</p><p></p><p>3. World building is unconstrained, but again there is a lot more help built into the rules.</p><p></p><p>My takeaway is that if it weren't for criterion 1, I might prefer DW. I hope to get a chance to play it! But given that #1 is really important at a lot of tables, D&D has a built-in advantage.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9042012, member: 7035894"] When I compare D&D to the rules for Dungeon World (and hopefully someone who [I]actually plays DW and knows what they are talking about more than I do[/I] can weigh in), some obvious differences jump out. 1. Combat is much less constrained, and basically is handled similarly to other kinds of "moves." In other words, it is more narrative. If what you want is more of a pure storytelling/role-play experience, then this is going to be way better, and I'll bet it is much faster paced. However...I like getting out my miniatures and building a Dungeon set, or whatever. So for me, this potential feature becomes a flaw. 2. Adventure building is, interestingly, a bit more constrained in the sense that [I]the game actually helps you build an adventure.[/I] Plus, players are more empowered to contribute to the story. I like this. A lot. There is also more consistency in how moves are resolved, unlike skill checks in D&D, which have far more DM discretion built into them. 3. World building is unconstrained, but again there is a lot more help built into the rules. My takeaway is that if it weren't for criterion 1, I might prefer DW. I hope to get a chance to play it! But given that #1 is really important at a lot of tables, D&D has a built-in advantage. [/QUOTE]
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