So, after months of DW and with one less player for the next session, we finally decided to play some other game, just to try something new. Reading it, I realized another very beautiful feature of DW.
You see, this handbook (which I will not name) is full of phrases like “if you want another setting, you can easily adapt these details to it”, or “if you want to modify this rule to better suit your group, absolutely do it!” and so on. However, basically it is declaring the obvious (of course any group can modify any part of any game when the hell they want) without providing instructions on how to do it. In DW, it’s quite the contrary. Not only its core rules actively tell you how to tweak things to your current game (you know, ask questions, fiction first and all that), but it has a full, useful chapter on how to and why modify even the most basic rules.
Well, probably this is something it shares with all the powered by the apocalypse games, but still.
There are also a million great hacks out there for DW and AW for what ever kind of game you want. If you want any suggestions, glad to help.
Thanks, but we actually wanted to play something different on every aspect of the game. We’re back to DW next week anyway!
Tommy Rayburn I want Eclipse Phase World. Sadly, doesn’t exist yet, though Planet Dungeon is getting closer. There would need to be some custom moves, new races (morphs), and new alignments (factions) written.
I liked the Icons and One Unique Things from 13th Age so I’m porting those ideas into my group’s DW campaign.
I’m actually doing the opposite: bringing *world ideas into this game (well, a lot of other games actually). But that goes without saying.