Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Why defend railroading?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ovinomancer" data-source="post: 8348769" data-attributes="member: 16814"><p>I'm not trying to be difficult, but this response increases my perception that you're running Dungeon World as a D&D campaign with some different mechanics and a bit more player input. Dungeon World's moments of <em>play </em>are meant to be a cascading snowball of peril. Downtime for the characters happens, of course, but it's a montage, off screen, narrated stuff about what they do with the time they have. It isn't moments where you are roleplaying things like researching golem creation by finding and visiting libraries that may or may not have the book you want. This is not how the game is built to run because you can't drive the fiction with failures and framing new dangers because you have to fit in that it's downtime and less threatening. This pulls the teeth from the mechanics. </p><p></p><p>And, fill their lives with adventure isn't a broad, on average thing. It's a thing you do every moment of the game. All of the principles are. They aren't 70% things, they are 100% things. Dungeon World is meant to focus entirely on the adventure part. The "end of session" rules are the only bits of downtime that Dungeon World acknowledges -- everything else is just narrated, like "I tend the homestead for the winter." This is because of how the move structure works, the need to make soft and hard moves against the characters, and how those moves are framed. Studying to make a golem, for instance, would require soft and hard moves from the GM on checks, but what soft and hard moves are there during a downtime phase where nothing bad is supposed to happen?</p><p></p><p>And, finally, the adventure you described sounds, again, like a typical D&D adventure and not a Dungeon World adventure. I'm not sure how puzzles work in Dungeon World, but more than 1? Traps, also, are rarely a discreet encounter in DW, but rather complications to other actions. The monsters sound good, though. The overall structure of you example implies that there was a good deal of prep here -- having puzzles to be solved, placing traps to be bypassed. This isn't how Dungeon World is supposed to be played -- if anything, you have a starting situation in mind, a solid prep to set the tone of the dungeon/adventure site and introduce a theme for that dungeon, but, after that, play should spiral very rapidly into places where you can only have a sketch of prep -- a monster roaming the dungeon, or a neat piece of set dressing to use, or a list of likely new challenges if the first one peters out due to lots of great rolls. Puzzles, though? Not really a large part of the DW wheelhouse because puzzles directly test players, and DW is not at all about that. If you're using a puzzle in DW that doesn't test players, by keeping it vague in description or malleable in solution, then you're just asking for die rolls.</p><p></p><p>There's not a specific moment of play here for me to point to, but overall, when you talk of your Dungeon World game, it feels very off. Not as in not fun, which I'm sure it is, but off to someone that knows how that game works and runs. The things you're talking about feel like they come from a D&D game, not a DW game. The same "oh, and holy poop, then this crazy stuff happened!" is missing, and there's a lot of setting that seeming to be constraining play. Heck, the fact you have an order of wizards and such? In the DW setting (what there is of it), there's just the one Wizard, and he's adventuring. And just the one Fighter. And just the one Barabarian. The conceit is that these are heroes of legend setting out to make that legend, not Bob from accounting that just quit due to a midlife crisis and went adventuring. And, it's not bad to change the setting, not bad at all, but the ways you've related it feel very much like a D&D style setting, where setting is very important and constraining on the characters and comes from the GM (mostly). And that feels like a normal D&D setting.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8348769, member: 16814"] I'm not trying to be difficult, but this response increases my perception that you're running Dungeon World as a D&D campaign with some different mechanics and a bit more player input. Dungeon World's moments of [I]play [/I]are meant to be a cascading snowball of peril. Downtime for the characters happens, of course, but it's a montage, off screen, narrated stuff about what they do with the time they have. It isn't moments where you are roleplaying things like researching golem creation by finding and visiting libraries that may or may not have the book you want. This is not how the game is built to run because you can't drive the fiction with failures and framing new dangers because you have to fit in that it's downtime and less threatening. This pulls the teeth from the mechanics. And, fill their lives with adventure isn't a broad, on average thing. It's a thing you do every moment of the game. All of the principles are. They aren't 70% things, they are 100% things. Dungeon World is meant to focus entirely on the adventure part. The "end of session" rules are the only bits of downtime that Dungeon World acknowledges -- everything else is just narrated, like "I tend the homestead for the winter." This is because of how the move structure works, the need to make soft and hard moves against the characters, and how those moves are framed. Studying to make a golem, for instance, would require soft and hard moves from the GM on checks, but what soft and hard moves are there during a downtime phase where nothing bad is supposed to happen? And, finally, the adventure you described sounds, again, like a typical D&D adventure and not a Dungeon World adventure. I'm not sure how puzzles work in Dungeon World, but more than 1? Traps, also, are rarely a discreet encounter in DW, but rather complications to other actions. The monsters sound good, though. The overall structure of you example implies that there was a good deal of prep here -- having puzzles to be solved, placing traps to be bypassed. This isn't how Dungeon World is supposed to be played -- if anything, you have a starting situation in mind, a solid prep to set the tone of the dungeon/adventure site and introduce a theme for that dungeon, but, after that, play should spiral very rapidly into places where you can only have a sketch of prep -- a monster roaming the dungeon, or a neat piece of set dressing to use, or a list of likely new challenges if the first one peters out due to lots of great rolls. Puzzles, though? Not really a large part of the DW wheelhouse because puzzles directly test players, and DW is not at all about that. If you're using a puzzle in DW that doesn't test players, by keeping it vague in description or malleable in solution, then you're just asking for die rolls. There's not a specific moment of play here for me to point to, but overall, when you talk of your Dungeon World game, it feels very off. Not as in not fun, which I'm sure it is, but off to someone that knows how that game works and runs. The things you're talking about feel like they come from a D&D game, not a DW game. The same "oh, and holy poop, then this crazy stuff happened!" is missing, and there's a lot of setting that seeming to be constraining play. Heck, the fact you have an order of wizards and such? In the DW setting (what there is of it), there's just the one Wizard, and he's adventuring. And just the one Fighter. And just the one Barabarian. The conceit is that these are heroes of legend setting out to make that legend, not Bob from accounting that just quit due to a midlife crisis and went adventuring. And, it's not bad to change the setting, not bad at all, but the ways you've related it feel very much like a D&D style setting, where setting is very important and constraining on the characters and comes from the GM (mostly). And that feels like a normal D&D setting. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Why defend railroading?
Top