I am looking for something. A handout, preferably, that’s about a single page.
The contents of this handout are:
“If you play Pathfinder/D&D 3.5, what you know of as X is called Y in Dungeon World.”
For example, Dungeon World uses the term “Moves” for:
* Basic combat mechanics
* Negotiating with Death
* Leveling Up
* Core class abilities, like casting spells
* Advanced class abilities, which are mostly analogous to feats.
Yes, there are many many points of difference, and there are philosophical reasons why they did this. I’m not looking for those, or those arguments.
I’m looking for ways to take the guys who play Pathfinder, have 15 years of experience with 3.5 and Pathfinder, and convince them that, yes, there are enough points of similarity that this game will be easy for them to pick up. In spite of using new terms for things they already “know.”
The lack of a glossary near the front of the book is probably the single greatest barrier to entry I’m seeing.
The lack of a cheat sheet for the different rolls is another. I couldn’t find out what Roll+BONDS was without asking for help. Yes, I know the roll mechanic don’t change – just what the modifiers are. A simple list of all the modifiers would seriously help. 🙂