[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y ] [Home]
4chanarchives logo
What does /tg/ think of Dungeon World?
Images are sometimes not shown due to bandwidth/network limitations. Refreshing the page usually helps.

You are currently reading a thread in /tg/ - Traditional Games

Thread replies: 119
Thread images: 8
File: 108028.jpg (967 KB, 900x1347) Image search: [Google]
108028.jpg
967 KB, 900x1347
What does /tg/ think of Dungeon World?
>>
>>45311204
People seem to think its shit for being simple or something. I played it as one of my first RPG's and loved it but we got tired of it pretty quick and moved to D&D 5E and haven't ever looked back
>>
>>45311511
>People seem to think its shit for being simple or something.

But rules-light systems are more popular than ever.
>>
>>45311204
It's fine.
I like the GM/Player collaboration.
>>
>>45311204
S'alright.
>>
>>45311204
Meh.
>>
>>45311204
Great for PbP games.
>>
>>45311204

I love it; it's super fun to homebrew stuff for.
>>
>>45311204
I don't play it. Doesn't do it for me.
>>
>>45311204
Great game for new players especially. Easy for them to focus on roleplaying and not have to learn a bunch of rules. It says it's good at it, and it is.

My experience is that while a lot of experienced players like it fine, they prefer a slightly crunchier system. They want more numbers, stats, and mechanics to bite onto.
>>
Good idea for people who will play anything simple just for the sake of "playing a TRPG" and faceblogging for his "geek" friends. Asides from that, it has nothing new or revolutionary.
>>
File: d6a18a12-4040-4ef8-ac10-f(...).png (309 KB, 460x483) Image search: [Google]
d6a18a12-4040-4ef8-ac10-f(...).png
309 KB, 460x483
>>
Everything I've heard about it is that it sounds like some sort of collaborative storytelling circlejerk.
>>
Not bad for getting people into rpgs because fantasy is the most easily digestible thing around. Has some decent dm/story telling advice. Takes a pretty specific and well made game system and tries to do some stuff it wasn't built for and suffers for it. Makes some autists really angry.
>>
I hated it. Rules light games are so boring that they make me want to fall asleep. I hate the industries' rules-light turn, and I'm sick of the tabletop RPG industry dumbing down everything.
>>
>>45315600
So... a TTRPG. Just like all the rest of them.
>>
I think it's something everyone should play once with a DM immersed and experienced in the fan base, both for the good and the bad.
>>
>>45311204
I'm not really a fan of the system but It's got some really good ideas for how to do to 'cooperative narrative'.

If you're new to RPGs or just sick of the Dnd style model of play, I would highly recommend it. It's a mechanically dull flawed game but still fully deserving of the hype it gets from it's fans.

.
>>
Flawed game, but I would recommend it for completely new TTRPG players if they want to get a good grasp on the roleplaying aspect of the game.
>>
I GMed a session once and it went really well. Character creation took only 30 minutes instead of the 4 hours it took us last time we played Pathfinder (never again).

Some rules are a bit wonky though. For example, I had a hard time interpreting this Druid Move :

Elemental Mastery

When you call on the primal spirits of fire, water, earth or air to perform a task for you roll+Wis.

On a 10+ choose two.

On a 7–9 choose one.

On a miss, some catastrophe occurs as a result of your calling.

The effect you desire comes to pass
You avoid paying nature’s price
You retain control
>>
>>45313762
What's PbP?
>>
From what I've read of its rules and governing philosophy, it seems by turns overly simplistic, bland, and poorly thought out. I'd play a session of it on Roll20 or something to try it out, if there was nothing better to do, but I wouldn't impose it on my friends at this point.
>>
>>45316552
What's so difficult about it?
The move bascially says that you can use the sheer power of nature to accomplish anything you want, but it's going to fuck you over either way. You just get to pick how.

>>45316564
Play by Post.
>>
>>45315994
That's some butthurt.
>>
Why does /tg/ praise Apocalypse World so much but hates Dungeon World?
>>
>>45320567
Because AW is a legit game, while DW is a lazy rip off made only to cash in on some grognard's nostalgia and "geeks" desire to be more and more cool.
>>
>>45320606
Then are there any other good games with the same engine?

I like some of Apocalypse World's ideas, I just don't care for the whole post-apocalyptic/Mad Max tone.
>>
>>45320567

DW does some stupid shit with the mechanics. Mostly HP, but also the stats division, move bloat, bonds and alignment to xp, monster manual design, taking a game made for interparty drama and making it about dungeon slogs, stuff like that.

Lots of people on tg dislike AW because it has the sex in it.

Both are disliked because of the writing methods, coming off as too much for a lot of grogs who think their own preferences are the base neutral of language.

tg can't agree on what colour the sky is, let alone if they like or dislike a thing and why.

Anyone ever think sometimes the mods made a DW bait thread just to out virt&imitators and ban them?
>>
>>45320646
There are. I think there is a google drive with some... https://docs.google.com/spreadsheets/d/1whsN3C5e31CZfo8hqlJbiKTPBX9kkCDSEG_An9FlP5s/edit
>>
>>45320646

There are a fuckton of hacks, most of them aren't very good. The Regiment is not bad at space marines ala Aliens, World Of Dungeons is a funny thing but actually works much better for OSR than dungeon world, World Of Shadows is a decent cyberpunk hack, World Of Warhammer is an interesting take inbetween warhammer fantasy rpg2nd ed and the AW engine, Monster Hearts is actually good if you're into highschool monsters, I like World Wide Wrestling but I'm white trash as fuck sometimes. I'm interested in Worlds In Peril for super heroes but I haven't tried it yet.
>>
>>45320757
>I'm interested in Worlds In Peril for super heroes but I haven't tried it yet.

Tried it, its pretty good. The origins were a bit rigid, but ample amount of refluffing worked.
>>
>>45320567
AW isn't really praised that much.
More often, some fa/tg/uy loses his shit over it because it provides a rule for the consequences(!) of sex and he accociates it with FATAL.

That said, AW works. It was created with a cerrtain purpose in mind and just sticks with it.
DW was intended as an hommage to DnD, using the PbtA engine as its base.
Unfortunately, the author didn't quite figure out exactly why AW works the way it does. As a result, a lot of DnDisms were simply tacked onto the AW base, without properly fitting in. This in turn hampers the entire system to a very noticeable degree.

Overall, DW is not necessarily a bad game, especially if you're trying to show some rather bullheaded players that DnD is not the be-all-end-all of fantasy, but it leaves a lot to be desired.
>>
>>45322023
*associates
*certain
*authors
I'm tired.
>>
>>45311204
Game's fun but short lived. However, the DM organisation tips are actually pretty handy, and it does have some interesting ways of clarifying and streamlining things.
Reading and understanding the DM moves list is a good thing too. I actually have a bulletpointed version on the inside of my screen and I glance at it whenever I think "what the fuck do I do now?"
>>
>>45311204
It's a good homebrew of Apocalypse World, and Apocalypse World did some pretty revolutionary things (although I didn't like it very much because I'm not really into Mad Max).

Dungeon World itself is fun enough and reasonably well made (since it copied something that was well made, then bolted on D&D bits and pieces sort of at random). You can do a lot with it, and what you can't do you can usually houserule or homebrew. It also really rises or falls to the level of the GM, so as a long-time GM I really like that.

If you look at it too deeply though it can get a little whacky in terms of the mechanics and their implications, and there are a few things it's just not ever going to be good at doing.
>>
File: 1454779421639.png (190 KB, 540x482) Image search: [Google]
1454779421639.png
190 KB, 540x482
>>45311204
i think it's okay
>>
>>45320567
Because you can't dual wield in Dungeon World.
>>
>>45324049
You can, but you can't. Narratively, you can use two swords, one in each hand. Mechanicaly, fuck you, you fucker D&D grognard :-)
>>
>>45324049
Viper's Strike, Viper's Fang.
Myth busted.
>>
>>45324088
>>45324049
Actually, as long as the two weapons have something interesting about them (so like, a descriptor or two), you still get a benefit.

Also>>45324146
>>
>>45311204

/tg/, we really, REALLY need to talk about the recent surge in popularity of "Dungeon World" around here, especially the trend of recommending it as a good system for "introducing" players to our hobby.

I understand that there is an obsession with being subversive and finding the most super specialest alternative to D&D possible, but having finally taken the time to read into Dungeon World and the reasons why this game has caught on around here and other forums I feel the need to be frank: this NEEDS to stop. I try as hard as I can not to be a "badwrongfun" style curmudgeon, but this is not a role playing game. Full stop. This is not a role playing game, and this disingenuous promotion of it as such is legitimately dangerous to this hobby. This is an exercise in self-congratulatory free form group storytelling.

This is a "game" where the danger of literally any challenge is by design arbitrary, not just from encounter to encounter, but from action to action. There's no actual combat or tactics at play, everyone takes turns basically describing a "cool fantasy battle" and resolve everything through "dodge danger" and "hack and slash" rolls triggered at the GM's whim. This is a game proud of being anti-structure, where the goal is to explain to the GM how many cool things your players do instead of actively overcoming any challenges in your way.

It's chaos. Consequences of certain failures are decided collaboratively. The GM is encouraged to be more of an antagonistic player than an actual referee of any rules. At /tg/'s suggestion I watched a few videos of people playing this. At one point the *GM* asked the *PLAYERS* what rumors they had heard in town.

I get that the people involved in this game by admission shill it everywhere, but please stop pushing this as a system for beginners. It's dangerous to our hobby and the behaviors it promotes encourages entitled players with disruptive expectations for how parties are meant to work.

Stop.
>>
>>45320684
>tg can't agree on what colour the sky is

It's fucking gray.
>>
>>45324088
>>45324146
>>45324193
But it's not like D&D 3.5 so it's shit reeeeeeeeeeee

>>45324294
Waiter, this pasta seems a bit cold.
>>
>>45324353

/tg/, we really, REALLY need to talk about the recent surge in popularity of "socialism” around here, especially the trend of recommending it as a good system for "introducing" workers to the economy.

I understand that there is an obsession with being subversive and finding the most super specialest alternative to captialism possible, but having finally taken the time to read into socialism and the reasons why this idea has caught on around here and other countries I feel the need to be frank: this NEEDS to stop. I try as hard as I can not to be a "badwrongfun" style curmudgeon, but this is not an economic system. Full stop. This is not an economic system, and this disingenuous promotion of it as such is legitimately dangerous to this country. This is an exercise in self-congratulatory, centralized planning.

This is a "system" where the setting of any price is by design arbitrary, not just from five year plan to five year plan, but from month to month. There's no actual market incentives at play, everyone takes turns basically describing a "proletariat economy” and resolve everything through "production” and “consumption” plans triggered at the party’s whim. This is a system proud of being anti-freedom, where the goal is to report how many boots you made instead of actively overcoming any challenges in your way.

It's chaos. Consequences of certain failures are decided collaboratively. The party is encouraged to be more of a CEO than an actual referee of any rules. At the state department’s suggestion I watched a few videos of planning sessions. At one point the industrialists asked the *GOVERNMENT* what the market needed.

I get that the people involved in this game by admission shill it everywhere, but please stop pushing this as a system for workers. It's dangerous to our economy and the behaviors it promotes encourages entitled workers with disruptive expectations for how markets are meant to work.

Stop.
>>
>>45324193
This is something a lot of the sorts of people who hang out on /tg/ don't really understand about PbtA system games.

They keep looking for exception-based rulings that explain the benefits of using two swords, for instance. But there is no exception-based rule for using two swords, since using two swords is (barring a few cases) not an exception to the core principle of the game: do whatever makes sense.

So if you want to find out what the mechanical benefit of wielding two swords is in a PbtA game, you just have to ask: what is the real life benefit of wielding two swords? The answer to that question is the answer in most cases in PbtA games as well.

This is why the game rises and falls to the level of the players at the table. If you know the real life benefit of having two swords, then the game accommodates this. If you don't, however, the game won't tell you what that's supposed to be. And when people lack guidance, they tend to get upset.

Hence a lot of people on /tg/ hating PbtA games, setting aside stuff like sex moves.
>>
>>45324584
>what is the real life benefit of wielding two swords?
No one is playing a narrative game for real life decisions: they want to be heroes capable of incredible feats. By using two swords they want to be capable of attacking more and defending a little better than with only one, something that needs too much training in real life to be feasible on a real life battle. And remember that a *fantasy* game don't use *real life* all the time. Or are you going to say that magic and dragons are real?
>>
>>45324668
"Real life" is a stand-in for the fictional reality of whatever universe the game takes place in, often based in large part on our own.
>>
>>45324668
If I got DW right (and I didn't have a chance to play it yet, and been a while since I've read the book), it works something like this:

If you can think about an advantage two weapons would give, and it isn't something mechanically minded like "can attack twice as often!" it'll work in DW.

You could have something like "split attention" making it good for multiple foes or "dazzling display" if your character is using it to be confusing and flashy, or "off hand parry" with parrying dagger+rapier, or... really, as long as you have any idea why and how TWF would work for your character, it works.
>>
>>45325153
Even something as simple as "can stab two guys at the same time" counts, really. You can't stab two guys at the same time if you only have a knife.
>>
A quick note on why I'm not particularly fond of AW is that I can't really stomach the writing style of the rules. I get that it does what it's trying to do in its raw, dirty format, but it makes it staggeringly unpleasant to read.

I found DW as a book much better to read, and I tend to prefer systems and games that are biased more towards whimsy than grit. That said, DW is 100% reliant on how good your group is.

In 3.PF style games you can get by with a few bad members because the game is kept going by the rules in a very mechanical and structured way. In DW, if even one person is a shitter, the game grinds to a halt because the actual mechanical running of the game relies on people being cooperative with each other, the GM, and the concept of the story.
>>
Why is dual wielding important?

Drizzt isn't cool and neither are you.

Also DW is okay. Probably gets both more hate and more love than it deserves.
>>
>>45325759
What people don't seem to understand about DW is that there isn't really a reason for it to be mechanically different from normal fighting. The move is Hack and Slash: you attempt to deal damage to a foe. Sometimes you do, sometimes you don't. Damage is fixed based on class, even between two handed and one handed weapons.

Like the other guy said: if you tried to make a move that intrinsically relies on having two weapons, THAT's the only distinction between wielding one weapon and wielding two.
>>
>>45325484
>You can't stab two guys at the same time if you only have a knife.
In GURPS, you can.

>>45325153
>If you can think about an advantage two weapons would give, and it isn't something mechanically minded like "can attack twice as often!" it'll work in DW.
It still is an advantage. You are just trying to disappoint a potential player.
>>
>>45325727
>That said, DW is 100% reliant on how good your group is.
I'd say that every other game is at least 95% reliant on how good your group is.
Even if the rules are good, there's not much they can actually do to keep shitters from being shitters.
>>
>>45325882
GURPS isn't DW, and GURPS isn't real life. How could you possibly simultaneously stab two guys with a single knife?

>>45325917
Oh no, I know that. Many a game of PF has been burnt into the ground by shitters; however the very strict ruleset keeps said shitting stuck in the realm of wrecking up the story. In DW there is no vast, immutable frame like PF and the game *mechanically* relies on cooperation. Eg., you have a shitter being uncooperative in PF you could still run a combat encounter (although ti would be terrible, slow, and bad). In DW if a shitter is being uncooperative, you're sorta stuck until they stop being a shitter. At least, moreso than you would be in PF.
>>
>>45325997
>GURPS isn't DW, and GURPS isn't real life.
It is.

>How could you possibly simultaneously stab two guys with a single knife?
I put both hands one on top of each other and stab. Done.
>>
>>45311511
Basically this

Good for one offs and introductory games, poor for campaigns as it's sparse character advancement and mechanical sameness wears thin fast.
>>
>>45311204
It's pretty good but if you ask around here you're bound to attract frothing at the mouth D&D players who think the point of role-playing is system mastery and complex combat rules.

>Omg, it encourages people to improvise
>I heard players influenced the story
>I can't even do sick combos
>I didn't bother to learn 4th edition to play this shit
>>
>>45324049
You can, you can do anything you feel like.
But it doesn't have it's own separate chapter of rules, and that triggers autists.

>What do you mean I can fight however I want to and it's still a hack and slash move? Then how do I figure out what weapon build is the most op?
>>
>>45326122
Except for people who enjoy campaigns for the stories and not just for the level ups.
>>
I've heard some sessions people have put online - it seems fun, and I'd like to give it a go.
>>45320646
I played a Monster Of The Week one-shot at a convention; I had fun playing a burly Cockney thug who hated another player's guts for using his psychic powers to read the thug's mind and was overly respectful to another because he knew she was smarter than him (and wasn't a jerk about it).
>>
>>45326255
If your character doesn't feel more powerful, then how do you feel you've advanced at all.
>>
>>45326080
So two people standing pressed together, unmoving.

If that's the case, in DW you wouldn't even need to make an attack: you'd just do damage or kill them at the DMs discretion. But even then, that would assume a long, long, loooong ass dagger.
>>
>>45326394
A kitchen knife can do the job.

>>45326369
>If your character doesn't feel more powerful, then how do you feel you've advanced at all.
They don't want to advance, anon. They want to "tell stories" and upload them to Twitch or Youtube.
>>
>>45326430
What the fuck kind of kitchen do you work in? Assuming you use a knife that has a blade length of a foot, stabbing an adult male through the chest would leave maybe an inch or two on the other side? Not enough to seriously wound, let alone kill. I mean I suppose you could go for the neck but that's an even more extraneous situation.

Regardless, you could, technically, stab two guys with a single weapon (like a sword or spear) if you can make a feasible request of your GM.
>>
File: cozinha_facas[1].jpg (5 KB, 240x183) Image search: [Google]
cozinha_facas[1].jpg
5 KB, 240x183
>>45326504
These two in the center, normal kitchen knifes.

And if I have to barter all the time for what I can or can't do with the GM, then I don't see any advantage of playing dungeon world over a 3.5 with a rules lawyer.
>>
>>45326566
>And if I have to barter all the time for what I can or can't do with the GM

You really don't, you should know by now that people complaining or boasting about systems on /tg/ is always only half the story. Often a gross misrepresentation of what playing the games in real life is like.
>>
>>45326566

Yeah, I work in kitchens too. You can't stab two motherfuckers with that. Don't stab anyone with that, you'll cut your hand really bad.
>>
>>45326566
Fellow cook here. You couldn't stab two people at once with an 8in sabatier. You could push the blade between two hands or other extremities but I have no idea how you'd manage short of wrapping the two people together in duct tape head to toe.
You could maybe, MAYBE slash and hit two necks, but you'd have to be a ninja or they'd have to be tied in place.

That being said, when I was playing DW deal damage against two targets was the kind of thing the DM might hand you on a 10+ so... maybe?
>>
>>45326789
Although, two targets duct taped together would most likely be counted as one mob in DW.

>>45326369
You know you advance in DW, right? Your numbers don't grow, but you gain access to more move boosting stuff.
>>
Has anyone tried Funnel World? It's a 3p splat that adapts DCC funnel rules for DW
>>
>>45325997
>How could you possibly simultaneously stab two guys with a single knife?
Don't use a short-ass knife, that's how.
>>
>>45312551

The problem with DW is that there isn't really a whole lot of advancement once you've reached a certain point in the game.

That and most of the special abilities and moves you can gain are generally artificial flavor text that all feels samey in execution.
>>
>>45320646
SAGA OF THE ICELANDERS

Be a man, a real man! Or a woman or child. Basically you play settlers in Iceland with some minor supernatural aspects.
>>
>>45324294

Somebody out there has to have saved the audio version of this, right? It expired off vocaroo, and I'd love to hear it again, it was so damn funny.
>>
>>45329720
>That and most of the special abilities and moves you can gain are generally artificial flavor text that all feels samey in execution.

You are not doing it right.
>>
File: The Office Monsterhearts.jpg (131 KB, 1366x768) Image search: [Google]
The Office Monsterhearts.jpg
131 KB, 1366x768
>>45320757
>Monster Hearts is actually good if you're into highschool monsters

It's really good if you want to mix that sort of modern fantasy stuff with literally any closed environment, where people will inevitably start forming cliques and banging each other. One day I will run a workplace sitcom one-shot with Monsterhearts, and it will be great.
>>
>>45329739
Did that Dark Ages game Baker was working on go anywhere? I playtested it a bit a year or more ago, it was fun, but then I lost track.
>>
>>45332054
He quit working on it in favor of AW 2e.
>>
>>45332065
That's too bad. Hopefully he dusts it off in a couple of months when he finished that project; he's just got final editing and printing to go, right? That's what the Kickstarter says.
>>
>>45320567
>Why does /tg/ praise Apocalypse World so much but hates Dungeon World?
Apocalypse World has identity. Dungeon World is OSRshit with d6s trying to be Fate Accelerated while completely missing the point.
>>
>>45315994
Not really. There seems to be less focus on the elements of gameplay challenge and the idea that the role of the player and GM are separate things.
>>
>>45331817
Yeah, that's another example of a /tg/er ignoring DW being largely about the manipulation of natural language.

After years of playing games where "fluff" is meaningless flavor text it can be tough to think in terms of natural language, though.
>>
>>45315474

Hey Craig.
>>
>>45311204
DnD + Down Syndrome = DW
>>
>>45338773
DW requires social interaction, though.
>>
>>45338930
Nothing in my equation precludes social interaction.
>>
>>45338967
I'm just saying that you'd figure that D&D+Downs would equal something that required less speaking.

Like, I dunno, one of the myriad D&D boardgames.

Your equation doesn't make sense to me, is what I'm saying. Show your work.
>>
>>45338989
Fair enough. I'm no fan of DnD, but I played it for many years, long enough to be very aware of its many failings. DnD already abstracts too many things, and DW takes that even further, and I think that's going in the wrong direction for the dungeon crawl genre. If I wanted to play a narrative-based game, there are many better ones available than DW.
>>
>>45339036
I'm curious what your narrative game top 3 list looks like. I don't think DW is the best narrative focused game ever, but I do think it fills the niche of "narrative game with dungeon crawls" pretty adequately considering the two were traditionally considered hard to merge.
>>
>>45331817
>>45338326

So DW's main draw is that it allows you to do the same shit that you could do in any other game with an open-minded GM?
>>
>>45339557

Different anon.

You say that as if DW actually merged the concepts in the first place.
>>
>>45339720
If you want to think so, sure. Nobody else said that.

>>45339742
So you claim that DW is not a narrative game that features dungeon crawling?
>>
I don't like it.
>>
>>45339821

I'm stating that DW is a narrative game that tries to merge narrative and dungeon crawling but fell flat in both areas because it tried to adapt the apocalypse world system into a DnD clone which it wasn't meant to run in the first place.

Think about it, the entire reason for why people say you should play DW is because it supposedly allows you to get away with doing shit without having crunch getting in the way, which is only really a problem if the GM is anal-retentive and isn't an issue that applies just to DnD.

You can't do long term dungeon crawls with DW, which defeats the entire purpose of dungeon crawling in the first place since there's little to no advancement.
>>
>>45339912
>which it wasn't meant to run in the first place.

Nonsense. Apocalypse World's math doesn't differentiate between these things. The only thing it does is reinforce the idea of escalating tension, where threats to the player ratchet up and up until they either die or begin bringing it back down.
It will function perfectly well for any genre where tension is supposed to rise suddenly, and bad news piles up unexpectedly. So for post-apocalyptic weirdos fighting a bizarre world's inhabitants (and each other) or for a team of heroes crawling a deep dark dungeon where the upper world's rules don't apply and danger lurks all around, it works fine.
It's only inappropriate for something like a battle of the bands or a Golden Sky Stories tale where things don't continually go from bad to worse.

>You can't do long term dungeon crawls with DW

How long term are we talking? I ran for nearly 30 sessions over nine months and my PCs hit level 6. That seems more than sufficiently long term for me.
>>
>>45340017
> I ran for nearly 30 sessions over nine months and my PCs hit level 6.

Did it not get boring?

As others have said, it seems fun for a one-shot or short series, but something as "concrete" as dungeon crawling could do with more crunch. You could just add the narrative and GMing ideas from Dungeon World into Dungeons & Dragons.
>>
>>45340082

>Did it not get boring?

Nope, everyone was having a great time up until two of our group moved and got new jobs that precluded our weekly sessions.
Though I'll grant that after our paladin minmaxed his armor pretty hard, it became tricky to threaten his HP, so that single enemies were a bit of a cakewalk for him.
Still, I had plenty of other ways to get at him than just HP, and throwing mobs of enemies at them so he has to take the defensive is great fun too. He gets to feel like a badass driving back a horde, and I get to wail on him good. Fun times.

>You could just add the narrative and GMing ideas from Dungeon World into Dungeons & Dragons.

You could, but it won't feel the same. And you can do that with any two systems if you put enough work into it, just like you can run literally any game concept with any system, it's just that the system may fight you along the way. Running a high-school romance game in Dark Heresy, while possible, is going to take a ton of work and feel weird at the table.
>>
>>45340208
I'd rather play the high school romance using Dark Heresy than play DW. And as far as feeling weird at the table, I think that's a safe assumption.
>>
File: heheh.png (58 KB, 456x416) Image search: [Google]
heheh.png
58 KB, 456x416
>>45340418
>And as far as feeling weird at the table, I think that's a safe assumption.

Yeah, you're probably right.
>>
>>45339557
Amber Diceless, Burning Wheel, Dogs in the Vineyard. I've heard good things about Lady Blackbird, too. But if I'm playing a dungeon crawl, I want more crunch, not less.
>>
>>45340839
Ah, so you just don't think it's a good narrative game because you'd expect a good narrative dungeon crawling game to be more like Torchbearer?
>>
>>45338989
I think you're confusing Downs with autism.
>>
>>45339557

Not that guy, but top three narrative top three are Dogs In The Vineyard, Carnage 3:16 and Chris Perrin's Mecha. The Quiet Year and/or parts of Beyond The Wall's map making for any game should be in there too.

For dungeon crawling I actually prefer World Of Dungeons. Takes out a lot of DW's bloat, retains the mechanics from AW, moves are easy to make on the fly and it ports into OSR modules without much fuss.
>>
>>45341634

Oh shit, forgot about Torchbearer. Its sitting in my to-read/play pile, anyone have opinions on it?

>also forgot about mouseguard
>>
>>45341765
Do you like Burning Wheel? Do you wish there was more dungeon crawling in Burning Wheel? Would you prefer to not need a PhD in your game of choice in order to play it? Play Torchbearer.
>>
>>45327554
That sounds cool. Got link?
>>
>>45324348
Excuse me faggot but the sky is clearly eggshell blue with some white highlights.
>>
>>45342334

psure its the colour of dead television sempai
>>
>>45342253
Rules here:
http://www.rpgnow.com/product/137012/Funnel-World

And a free web enhancement here:
http://www.rpgnow.com/product/164249/3-Fiendish-Funnel-Starters
>>
>>45324348
>colour
>gray
Sure thing.
>>
File: index3.gif (417 KB, 400x300) Image search: [Google]
index3.gif
417 KB, 400x300
>>45315474
thank you
>>
>>45311204
it'll cure powergaming but isn't mechanically interesting enough for the kids.

if you have a very mature group of players who don't get off on combat alone Dungeonworld is a good system.
>>
>>45339720
Exactly that, fellow anon! They want to sell nostalgia with modern twists, not a full fledged game!
>>
>>45344383

>intensification of fellow tipping via exclamation marks

easy there, you gotta reel 'em in slow
>>
>>45339720
With mechanics to support it.
>>
>>45347466
Like every other game, but "freeformish".
>>
Great to play drunk or stoned, not good for serious games.
>>
>>45347648

>doesn't get drunk on stones for srs gms
>420 drink rocks
Thread replies: 119
Thread images: 8

banner
banner
[Boards: 3 / a / aco / adv / an / asp / b / biz / c / cgl / ck / cm / co / d / diy / e / fa / fit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mu / n / news / o / out / p / po / pol / qa / r / r9k / s / s4s / sci / soc / sp / t / tg / toy / trash / trv / tv / u / v / vg / vp / vr / w / wg / wsg / wsr / x / y] [Home]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
If a post contains personal/copyrighted/illegal content you can contact me at [email protected] with that post and thread number and it will be removed as soon as possible.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com, send takedown notices to them.
This is a 4chan archive - all of the content originated from them. If you need IP information for a Poster - you need to contact them. This website shows only archived content.