Don’t know if this article has been passed around but I think it’s a great thoughtful piece on DW – also interesting take on the failings of the bard class.
http://www.1000d4.com/2013/07/25/failure-in-rpgs-and-why-i-love-dungeon-world/
Don’t know if this article has been passed around but I think it’s a great thoughtful piece on DW – also interesting…
Don’t know if this article has been passed around but I think it’s a great thoughtful piece on DW – also interesting take on the failings of the bard class.
http://www.1000d4.com/2013/07/25/failure-in-rpgs-and-why-i-love-dungeon-world/
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the article is cool and this piece here
“The mechanical system of success and failure has been built with that “tension and excitement” in mind and it’s a stark contrast from systems that are designed with the goal of “simulating reality” or “introducing randomness.” It’s like they took a short circuit past all the things we thought we wanted to the things we needed to have fun, action packed game sessions.”
is particularly meaningful!
A really enjoyable article.
In Fate I’ve been introduced to the “if both success and failure would do something, then roll” attitude and my players have been enjoying it. Dungeon World looks like it takes this idea to another level with making it XP-worthy.
Even with the bartering of “how much do you want to succeed” in Fate, some of my players consider victory to be so essential that they rinse through their Fate Points just to win. It’s not their fault, it’s how they’ve been programmed over the years. Given how mercenary players can get, Dungeon World’s offer of XP for failure sounds like it might convince those players to fail upwards.