This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Can i have a Dungeon World 2d6 Thread?

Started by Razor 007, February 10, 2019, 03:07:44 AM

Previous topic - Next topic

spon

The best thing about DW was the bonds. Makes for a very quick "backstory" as to why the PCs are adventuring together. I'd prefer to run 1st/2nd Ed or 5th Ed for a campaign, but for a one-off or mini-campaign DW is fine. It gives the feel of an old-school game but with a more "modern" twist. The only thing that this bitter grognard would find fault with is: the GM never rolls. Which is pants :-)

mAcular Chaotic

Quote from: Itachi;1074247Something I noticed after playing a lot, is that it feels a bit like OD&D in that you'll want to avoid rolling and try to conduct things through the "conversation" a lot of times. That's because the system is rigged to produce complications (the 6- and 7-9 ranges) very often. And, as it doesn't use situational modifiers as default, the chances of those results coming up stay constant until you raise a couple stats to +3 or so, which usually happens late in the campaign/story.

It kind of is like that, but it is also designed that way because the designers realized games without any complications happening are boring. So as a player, you should go into it with the mindset of "I want complications to happen to spice up the story."
Battle doesn\'t need a purpose; the battle is its own purpose. You don\'t ask why a plague spreads or a field burns. Don\'t ask why I fight.

Razor 007

Quote from: Azraele;1074252Dude, you don't need anybody's permission to make a thread. You love something, post about it. You're not in the kiddie pool anymore, post whatever the fuck you want. That's why this forum exists.

Just anticipate the typical stable of embittered grognards to mock you for it. You idiot.


It was the Beer, I tell you!!!  Haha!!!
I need you to roll a perception check.....

Razor 007

Quote from: Shawn Driscoll;10742732D6 rules can be good. Dungeon World uses weak 2D6 rules, though.


What is their weakness?  What is their flaw?

I'm merging the use of Advantage / Disadvantage, with the 2d6 Mechanic.
I need you to roll a perception check.....

Azraele

Quote from: Razor 007;1074321It was the Beer, I tell you!!!  Haha!!!

That was always Gronan's line. I miss that weird bastard.

As to the game; I never ran apocalypse world, but I was pretty smitten with dungeon world right back when I was getting into the OSR. It was one of two branching paths of making the game I'd grown bored with fun again.

I actually tried it first much more earnestly than the old school stuff; it was a single slick new product, much easier to implement than the scattered wisdom of dozens of random blog posts which later informed my descent into the depths of old-school D&D.

I liked it fine when I tried it, although it got mixed reviews from my friends. I liked that I could kind of "point" the "excitement" or "drama" in whatever direction I wanted the "story" to go; I introduced something I thought was cool, the players described what they were doing, I translated that into a move, and the rules gave it dramatic weight. Pretty slick.

But... They always did that. It got harder and harder to stay spontaneous as every single roll had to result in something dramatic. Furthermore, the players got sick of not being able to "take a break" from high-intensity drama; every roll was a cliffhanger, nail-biter "do or die" scenario. Everything was always dialed to 11, it didn't relent.

Frankly I got tired of it too. Its what I thought I wanted out of Dungeons and Dragons, but no; this was Burning Wheel again. It was like having a movie that consisted, start to finish, of third-act climactic showdowns. When you're a kid, you think that's what you want: but the actual effect of that is exhausting and dull. It really feels like something a little kid wants in play: "This is the FINAL SHOWDOWN between you and Rock Deathslab, the orc chieftain (you just met)!" "Dirk Hardab strides confidently forward and holds aloft RUNECLEAVER, his demonsword and swings it into Rock's ugly face! Take THAT vile villain!" Then you roll 2d6 and make pew-pew noises at the outcome.

And that's fine: there's some childishness to what we all do anyway. That just tipped it over into crayon-land for me. Like, I comprehend what we do is play games about elves and goblins, but I like the tobacco-stained philosophizing of Pundit or the "I know he's bad for me" toxic adulthood of Zak S's works, or the wry and condescending sophistry of Justin Alexander's Alexandrian articles; hell I even miss Gronan's crusty drunken grabass. I like that we get to be dysfunctional adults about a stupid pretend games, it lends the whole affair an air of maturity that DW's simplistic take couldn't provide.

So I don't hate DW, it's fine, we had fun. Kind of in the way we'd have had fun playing a board game about anime monsters eating tokyo; nobody would take it seriously, or like emotionally or intellectually invest in it. This isn't me sneering at it, just being honest about how it played.
Joel T. Clark: Proprietor of the Mushroom Press, Member of the Five Emperors
Buy Lone Wolf Fists! https://www.drivethrurpg.com/product/416442/Tian-Shang-Lone-Wolf-Fists

SHARK

Quote from: Azraele;1074325That was always Gronan's line. I miss that weird bastard.

As to the game; I never ran apocalypse world, but I was pretty smitten with dungeon world right back when I was getting into the OSR. It was one of two branching paths of making the game I'd grown bored with fun again.

I actually tried it first much more earnestly than the old school stuff; it was a single slick new product, much easier to implement than the scattered wisdom of dozens of random blog posts which later informed my descent into the depths of old-school D&D.

I liked it fine when I tried it, although it got mixed reviews from my friends. I liked that I could kind of "point" the "excitement" or "drama" in whatever direction I wanted the "story" to go; I introduced something I thought was cool, the players described what they were doing, I translated that into a move, and the rules gave it dramatic weight. Pretty slick.

But... They always did that. It got harder and harder to stay spontaneous as every single roll had to result in something dramatic. Furthermore, the players got sick of not being able to "take a break" from high-intensity drama; every roll was a cliffhanger, nail-biter "do or die" scenario. Everything was always dialed to 11, it didn't relent.

Frankly I got tired of it too. Its what I thought I wanted out of Dungeons and Dragons, but no; this was Burning Wheel again. It was like having a movie that consisted, start to finish, of third-act climactic showdowns. When you're a kid, you think that's what you want: but the actual effect of that is exhausting and dull. It really feels like something a little kid wants in play: "This is the FINAL SHOWDOWN between you and Rock Deathslab, the orc chieftain (you just met)!" "Dirk Hardab strides confidently forward and holds aloft RUNECLEAVER, his demonsword and swings it into Rock's ugly face! Take THAT vile villain!" Then you roll 2d6 and make pew-pew noises at the outcome.

And that's fine: there's some childishness to what we all do anyway. That just tipped it over into crayon-land for me. Like, I comprehend what we do is play games about elves and goblins, but I like the tobacco-stained philosophizing of Pundit or the "I know he's bad for me" toxic adulthood of Zak S's works, or the wry and condescending sophistry of Justin Alexander's Alexandrian articles; hell I even miss Gronan's crusty drunken grabass. I like that we get to be dysfunctional adults about a stupid pretend games, it lends the whole affair an air of maturity that DW's simplistic take couldn't provide.

So I don't hate DW, it's fine, we had fun. Kind of in the way we'd have had fun playing a board game about anime monsters eating tokyo; nobody would take it seriously, or like emotionally or intellectually invest in it. This isn't me sneering at it, just being honest about how it played.

Greetings!

Hmmm...interesting assessment, Azraele. You know, I can appreciate your desire for, mature elements, approaches, adult motivations, for game-play, as opposed to an always uber-heroic child-like jello, or foundation. I've had players become very serious and emotional over a whole range of adult-stuff in the game. Not merely cinematic stuff. Not necessarily *sex* related, either. Honour, friendship, sacrifice, duty, their particular relationships with others, various rumour and innuendo, other NPC's attitudes towards them, or one of their friends, all kinds of things really. I've seen people become quite invested in all manner of mature ideals, relationships, expectations, ambitions, and so on. I don't think this is surprising, though. Look at how invested people get about literary characters in various novels--and such people are not directly involved, like we are with gaming, but rather entirely *passively* involved, through reading/observation only. And yet, even such a passive, observational relationship often evokes real tears, and other sincere emotional expression.

So our game can, and often does embrace a deeper, mature and adult sensibility, that would be at odds with a more constant child-like, cinematic environment.

Semper Fidelis,

SHARK
"It is the Marine Corps that will strip away the façade so easily confused with self. It is the Corps that will offer the pain needed to buy the truth. And at last, each will own the privilege of looking inside himself  to discover what truly resides there. Comfort is an illusion. A false security b

mAcular Chaotic

Quote from: Azraele;1074325That was always Gronan's line. I miss that weird bastard.

As to the game; I never ran apocalypse world, but I was pretty smitten with dungeon world right back when I was getting into the OSR. It was one of two branching paths of making the game I'd grown bored with fun again.

I actually tried it first much more earnestly than the old school stuff; it was a single slick new product, much easier to implement than the scattered wisdom of dozens of random blog posts which later informed my descent into the depths of old-school D&D.

I liked it fine when I tried it, although it got mixed reviews from my friends. I liked that I could kind of "point" the "excitement" or "drama" in whatever direction I wanted the "story" to go; I introduced something I thought was cool, the players described what they were doing, I translated that into a move, and the rules gave it dramatic weight. Pretty slick.

But... They always did that. It got harder and harder to stay spontaneous as every single roll had to result in something dramatic. Furthermore, the players got sick of not being able to "take a break" from high-intensity drama; every roll was a cliffhanger, nail-biter "do or die" scenario. Everything was always dialed to 11, it didn't relent.

Frankly I got tired of it too. Its what I thought I wanted out of Dungeons and Dragons, but no; this was Burning Wheel again. It was like having a movie that consisted, start to finish, of third-act climactic showdowns. When you're a kid, you think that's what you want: but the actual effect of that is exhausting and dull. It really feels like something a little kid wants in play: "This is the FINAL SHOWDOWN between you and Rock Deathslab, the orc chieftain (you just met)!" "Dirk Hardab strides confidently forward and holds aloft RUNECLEAVER, his demonsword and swings it into Rock's ugly face! Take THAT vile villain!" Then you roll 2d6 and make pew-pew noises at the outcome.

And that's fine: there's some childishness to what we all do anyway. That just tipped it over into crayon-land for me. Like, I comprehend what we do is play games about elves and goblins, but I like the tobacco-stained philosophizing of Pundit or the "I know he's bad for me" toxic adulthood of Zak S's works, or the wry and condescending sophistry of Justin Alexander's Alexandrian articles; hell I even miss Gronan's crusty drunken grabass. I like that we get to be dysfunctional adults about a stupid pretend games, it lends the whole affair an air of maturity that DW's simplistic take couldn't provide.

So I don't hate DW, it's fine, we had fun. Kind of in the way we'd have had fun playing a board game about anime monsters eating tokyo; nobody would take it seriously, or like emotionally or intellectually invest in it. This isn't me sneering at it, just being honest about how it played.

I had this problem too but I didn't grow tired of it; my friends mentioned it though.

However! I think that's more of a DM thing. My one friend is DMing DW right now and all of his complications are extremely mild; it's almost like nothing happened sometimes. I thirst for carnage and actually want more to happen as a player. But, what I'm getting at is, if you feel like you're dialing it up to 11 too much, there's nothing stopping you from making tamer complications that dial it down. Maybe instead of a dragon attacking on a 6- they just run into an old friend who talks about old problems they're having at the bar.
Battle doesn\'t need a purpose; the battle is its own purpose. You don\'t ask why a plague spreads or a field burns. Don\'t ask why I fight.

crkrueger

Make a thread about whatever game you want.  The only games that might get blackballed are the ones Stormfront plays (RaHoWa, Myfarog, etc).

Just be aware that if the game has a ton of narrativium, there's a good chance the thread will get moved to Other Games.
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

Itachi

#23
I agree with Azraele' point about the constant "drama!" of Dungeon World (and PbtA in general) getting tiresome eventually, specially for the GM who is the one to come up with the "complications". But I wouldn't associate that with childrens or immatureness. After all, it's almost a perfect emulation of the kind of TV series that is Walking Dead, for example, where surprising events come up left and right, always keeping the expectator at the edge of their couch. And Walking Dead is far from being some immature work, imo. I would say that's the more accurate "target" the author of Apocalypse World wanted to emulate, TV dramas.

About exploring more "mature" aspects, the more sober games in the engine are very, very good for this. Sagas of the Icelanders, Night Witches or Malandros for example. Play is all about relationships, trust, personal dillemas, etc in those.

Quote from: mAcular ChaoticHowever! I think that's more of a DM thing. My one friend is DMing DW right now and all of his complications are extremely mild; it's almost like nothing happened sometimes. I thirst for carnage and actually want more to happen as a player. But, what I'm getting at is, if you feel like you're dialing it up to 11 too much, there's nothing stopping you from making tamer complications that dial it down. Maybe instead of a dragon attacking on a 6- they just run into an old friend who talks about old problems they're having at the bar.
Yep, this! The GM can finetune the complications to be less world-shaking in a way, thus diminishing the stress from constant drama! for the group. Also, certain games have complications pre-coded in the moves in a way that subdue the drama! naturally. See Undying.

SHARK

Quote from: CRKrueger;1074332Make a thread about whatever game you want.  The only games that might get blackballed are the ones Stormfront plays (RaHoWa, Myfarog, etc).

Just be aware that if the game has a ton of narrativium, there's a good chance the thread will get moved to Other Games.

Greetings!

Heya CRKrueger! What is RaHoWa? I've never heard of it. What kind of game is that?

Semper Fidelis,

SHARK
"It is the Marine Corps that will strip away the façade so easily confused with self. It is the Corps that will offer the pain needed to buy the truth. And at last, each will own the privilege of looking inside himself  to discover what truly resides there. Comfort is an illusion. A false security b

SHARK

Quote from: Itachi;1074333I agree with Azraele' point about the constant "drama!" of Dungeon World (and PbtA in general) getting tiresome eventually, specially for the GM who is the one to come up with the "complications". But I wouldn't associate that with childrens or immatureness. After all, it's almost a perfect emulation of the kind of TV series that is Walking Dead, for example, where surprising events come up left and right, always keeping the expectator at the edge of their couch. And Walking Dead is far from being some immature work, imo. I would say that's the more accurate "target" the author of Apocalypse World wanted to emulate, TV dramas.

About exploring more "mature" aspects, the more sober games in the engine are very, very good for this. Sagas of the Icelanders, Night Witches or Malandros for example. Play is all about relationships, trust, personal dillemas, etc in those.


Yep, this! The GM can finetune the complications to be less world-shaking in a way, thus diminishing the stress from constant drama! for the group. Also, certain games have complications pre-coded in the moves in a way that subdue the drama! naturally. See Undying.

Greetings!

Hi Itachi! That sounds cool. I'm not familiar with Dungeon World, so I don't know how capable it is of embracing other elements.

Semper Fidelis,

SHARK
"It is the Marine Corps that will strip away the façade so easily confused with self. It is the Corps that will offer the pain needed to buy the truth. And at last, each will own the privilege of looking inside himself  to discover what truly resides there. Comfort is an illusion. A false security b

Manic Modron

Quote from: SHARK;1074345Greetings!

Heya CRKrueger! What is RaHoWa? I've never heard of it. What kind of game is that?

Semper Fidelis,

SHARK

RaHoWa stands for Racial Holy War.  

It is in the top tier of legendary shit games.

Brad

Quote from: Manic Modron;1074375RaHoWa stands for Racial Holy War.  

It is in the top tier of legendary shit games.

QuoteKikes: "The worst and most evil parasites that the world has ever seen" who can bribe the PCs with jewgold to skip their turn, courtesy of the power of "brain pollution".

I gotta play this game...wonder if I can turn this into a D&D 5th edition feat.
It takes considerable knowledge just to realize the extent of your own ignorance.

Manic Modron

Quote from: Brad;1074378I gotta play this game...

It seems that you literally can't.  If you were so inclined you might be able to carve off pieces from the chunky carcass presented to you, but you still wouldn't have a horse.

SHARK

Quote from: Manic Modron;1074375RaHoWa stands for Racial Holy War.  

It is in the top tier of legendary shit games.

Greetings!

Racial Holy War? LOL! Oh geesus. Thank you, Manic Modron!

I don't keep up with most of the fringe kind of stuff, so I can be somewhat "out of the loop":)

Semper Fidelis,

SHARK
"It is the Marine Corps that will strip away the façade so easily confused with self. It is the Corps that will offer the pain needed to buy the truth. And at last, each will own the privilege of looking inside himself  to discover what truly resides there. Comfort is an illusion. A false security b