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Author Topic: Dungeon World: is this an RPG?  (Read 51204 times)

Gronan of Simmerya

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Dungeon World: is this an RPG?
« Reply #540 on: November 30, 2013, 12:00:12 PM »
Shrug.  It's a fun game, with the right group of people.

Of course, ANYTHING is a fun game with the right group of people.  I've been an advocate of "system is least important" since about 1977.
You should go to GaryCon.  Period.

The rules can't cure stupid, and the rules can't cure asshole.

Archangel Fascist
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Dungeon World: is this an RPG?
« Reply #541 on: November 30, 2013, 06:49:42 PM »
Quote from: jadrax;712134
Someone who specialises is trading reefs?


It's more of a summoner who specializes in conjuring Deep Ones.

One Horse Town

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Dungeon World: is this an RPG?
« Reply #542 on: November 30, 2013, 07:50:34 PM »
Quote from: LePete;712468
Since shilling is the order of the day, the latest Bundle of Holding offer includes the subject of this thread.


Transforming the field? :rotfl:

Moved in next door to the field, more like.

Benoist

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Dungeon World: is this an RPG?
« Reply #543 on: December 01, 2013, 02:07:14 AM »
So. . . Dungeon World plays no different than any trad game, but it is "totally transforming the field" at the same time? That is very cool.

Spinachcat

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Dungeon World: is this an RPG?
« Reply #544 on: December 01, 2013, 06:26:28 AM »
Shilling necrothreading??? Gotta respect the capitalism of it.

Quote from: Old Geezer;712476
Of course, ANYTHING is a fun game with the right group of people.


But when swine have fun our hobby is ruined!!! Suxxors upon the land and woe upon all!!! Fie, fie upon Dungeon World...unless we did decide its a real RPG. It's so hard to follow these mega-threads. Somebody please remind me how many posters have to get banned before a RPG turns real. I know there's some formula to it.

BTW, I played Bruno Faidutti's Mascarade on Friday night (a very cool memory card game with bluffing) and it was amazing how fast people got into playing the roles. Its always interesting to see a non-RPG spark the players to engage in play-acting their "characters"

Gronan of Simmerya

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Dungeon World: is this an RPG?
« Reply #545 on: December 01, 2013, 04:52:08 PM »
Quote from: Benoist;712558
So. . . Dungeon World plays no different than any trad game, but it is "totally transforming the field" at the same time? That is very cool.


Not to mention if you give it to an old grognard, he plays like an old grognard.

ME:  I draw my sword and stand ready.
REF: The bad guy runs at you waving a club.
ME:  I hit him with my sword.
REF: Okay, DW says I should ask "what are you trying to accomplish."
ME:  I just whacked somebody with a three foot long piece of sharp metal.  What the fuck do you THINK I'm trying to accomplish?
You should go to GaryCon.  Period.

The rules can't cure stupid, and the rules can't cure asshole.

AmazingOnionMan

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Dungeon World: is this an RPG?
« Reply #546 on: December 01, 2013, 05:01:47 PM »
Quote from: Old Geezer;712640
Not to mention if you give it to an old grognard, he plays like an old grognard.

ME:  I draw my sword and stand ready.
REF: The bad guy runs at you waving a club.
ME:  I hit him with my sword.
REF: Okay, DW says I should ask "what are you trying to accomplish."
ME:  I just whacked somebody with a three foot long piece of sharp metal.  What the fuck do you THINK I'm trying to accomplish?


Coming from you, it could be a whole lot of things.

gamerGoyf

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Dungeon World: is this an RPG?
« Reply #547 on: December 01, 2013, 05:20:49 PM »
Quote
Dungeon World: The complete 450-page Apocalypse Engine fantasy game that is transforming the field.

Good golly why do people do this, it's always a terrible idea. It was stupid when the FATE people released 200+ behemoths and it's stupid now. You are releasing a rules light system, being less than 20 pages long is your selling point. For the love of Madokami this isn't that complex people.

Adric

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Dungeon World: is this an RPG?
« Reply #548 on: December 02, 2013, 08:39:40 PM »
Quote from: gamerGoyf;712647
Good golly why do people do this, it's always a terrible idea. It was stupid when the FATE people released 200+ behemoths and it's stupid now. You are releasing a rules light system, being less than 20 pages long is your selling point. For the love of Madokami this isn't that complex people.


450 pages does sound like a lot, so I just checked my PDF to get the breakdown.

The book itself is 110 pages, but the character sheets and rules without the explanations are 37 pages total, and completely free. so long as your GM has an understanding of the rules everything you need to play is on those 37 pages.

Pages 1-83 are the introduction and explanation about the basic rules and how the game plays. It gives the rules, which are generally a 50-60 words long for the rule, and then an explanation of how to implement it, including examples of play so you can read the move in action. The book isn't just written as though you were new to powered by the apocalypse, but as though you were new to RPGs in general.

Pages 84-157 are descriptions and rules explanations for the 8 base classes. The only time I've needed to refer back to these is when answering questions about specific rules in a forum, usually when someone asks about Druid's shapeshifting. The information needed to play is listed on the 2 page character sheets and the 2 page basic moves sheets.

158-187 gives all the rules and explanations for the GM to start playing the first session.

188-221 is rules and explanations for campaign play and discussing making evolving, active dangers in your world.

222-324 is all monsters separated into categories of types of environments you find them. I've used monsters from the book a few times, but mostly I make up monsters on the spot.

325-345 is equipment and items, I've looked stuff up in this section a few times during a game.

346-363 is advanced Delving - advice on hacking the game and creating your own rules and content. I've referenced this a few times when writing my own stuff.

364-380 is Thanks section. Personal thanks and then all the backer names - instant NPC name list that I reference pretty regularly.

381-384 is advice on how to teach the game to others. I've read this through once or twice before starting a game with new players.

385-392 is advice on converting modules and adventures from other games to DW. I've read it, but never used it, though I assume this is something that others would find very useful.

393-399 is reference info for tags and creating knacks and drives for NPCs. I usually have separate sheets with this info on the for easy reference, very handy for a GM!

400-406 Index. The PDF ends at 410 pages, with some art and blank pages at the end.

A player doesn't really need to read any of the book since everything they need to play is on a double-sided sheet of basic rules, their double-sided character sheet which also contains the rules for their character, and a double sided sheet of spell if they're playing a wizard or cleric.

The GM needs to read at least to 187 and familiarize themselves with the monsters section before they start playing, and can read more later. That way they can answer any weird "What if X" questions the players might have about the rules. The spacing is quite generous and there's a fair bit of art, so the size of the book didn't feel too onerous as I read it, and I'm super lazy.

Interestingly, the writer of Dungeon Planet, Johnstone Metzger wanted a GM companion that didn't have a lot of the main book in it, and since the whole book is CC licensed, he cut the material up and released Truncheon World which is just the GM parts for easy reference so he didn't have to cart the while book around.

Transforming the field is a very hyperbolic statement, and I doubt the creators or even most of the fans would claim that it is. DW works the way I want to play and GM, I'll leave anything beyond that up to the discussion of others.

Gronan of Simmerya

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Dungeon World: is this an RPG?
« Reply #549 on: December 02, 2013, 10:39:01 PM »
Quote from: baragei;712642
Coming from you, it could be a whole lot of things.


Actually, at least as often one of us will simply say "I kill the fucker."
"Okay, that's Hack & Slash."
"Gee, ya think?"
You should go to GaryCon.  Period.

The rules can't cure stupid, and the rules can't cure asshole.

3rik

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Dungeon World: is this an RPG?
« Reply #550 on: December 03, 2013, 02:44:59 PM »
Quote from: One Horse Town;712523
Transforming the field? :rotfl:

Moved in next door to the field, more like.

Quote from: Benoist;712558
So. . . Dungeon World plays no different than any trad game, but it is "totally transforming the field" at the same time? That is very cool.

Perhaps they mean it's transforming the field of hipster gaming...? :idunno:
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sage_again

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Dungeon World: is this an RPG?
« Reply #551 on: December 03, 2013, 05:15:23 PM »
Quote from: Adric;712859
Transforming the field is a very hyperbolic statement, and I doubt the creators or even most of the fans would claim that it is. DW works the way I want to play and GM, I'll leave anything beyond that up to the discussion of others.


Yep, exactly. The Bundle maintainers wrote that bit; the only part of the Bundle page that we wrote was our bios (one sentence for each of us). I just got back from vacation and saw it. I'll drop the Bundle folks a line about it, since I don't particularly like claiming to have transformed anything, but the bundle is nearly done with.

It's kind of a weird metaphor anyway. If this is a field, like a thing that cows stand in, then we're probably just taking a shit in it, like all the other cows.

Gronan of Simmerya

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Dungeon World: is this an RPG?
« Reply #552 on: December 10, 2013, 11:36:35 AM »
Quote from: sage_again;713061
If this is a field, like a thing that cows stand in, then we're probably just taking a shit in it, like all the other cows.


* golf clap *
You should go to GaryCon.  Period.

The rules can't cure stupid, and the rules can't cure asshole.