Guy at the bakery noticed my Red Box shirt and revealed that he plays Pathfinder. I said that I mostly play Dungeon World at the moment, and he asks “What’s that?”
I think we need to design a religious-tract-style leaflet so I can just hand out our literature. Any tips for choice quotes or phrases I should include?
“Think about all the stories you tell about the awesome campaigns you’ve been in. Dungeon World is a game that is meant to create those awesome stories” – Adam Koebel, paraphrased from memory
” But I love my d20 : Reasons why you won’t miss it (much) playing Dungeon World”
etc.
“But I love my d20” made me snort out loud.
That’s an awesome title.
I miss mine so much, I wrote a custom monster which uses it for damage.
Anyway, I’m going to draft a tri-fold double-sided A4 tract with exciting text, some basic rules and URLs. I know I can’t use any of the book’s graphics, so I should find some generic stuff around the place to catch the eye.
Adam Koebel and Sage LaTorra are we allowed to use the logo?
Matt Horam this might look better on parchment style paper, so that when you hand them out it looks like mini scrolls…. or then make a fold process that makes it like a mini book that might be cool.
I love it! Knock-Knock “I’ve come to tell you the great news that is Dungeon World. Do you have a few moments.” (sorry flashback to the fundamentalist days) I would love to see a “tract”
Chris S I will use the “for use with” logo at the least, and I did consider a PocketMod, but I’d like it to be more accessible and visible, following the pamphlet/brochure form factor morseo than a Chick tract, I guess.
There is the teaching the game in the core book. I just tell people DW is a rules light mostly 2d6 fantasy game with a focus on character/story with improving a lot of the world creation.
Edit-also that DW insanely cheap on drivethrurpg & a game you only really need the core book to play.
I liked d&d and a few other games but felt they drown the players in books needed to play which was unfun. DW, Call of Cthulhu, Trail of Cthulhu & Eclipse Phase all lovingly built in such a way the player might want a book or two more past the core book but not necessary.
So far, I’m including What is DW, Why play DW, and What’s DW like to play, all from the introduction. I’ve also written a tiny bit explaining the name, the origins of the *world hack, and a shoutout to D&D.
I’ve got four panels left, excluding the rear one for links.
I will never be able to convert the pathfinders in my gaming group. The Big Corporation has minions here: venture captains that get Free Stuff and report back to them. Its a conspiracy!
“In DW, when your character Black Leaf the thief is killed by the DM, she can bargain with death itself to return!”
(Since it sounded like you wanted to make a Chick tract kind of handout, wouldn’t it be cool to show how different things would turn out for Debbie if she were playing DW instead? 🙂 )
Genius, Tom Miskey !
Matt Horam as someone that works in the promotional industry, I am interested in seeing what you come up with.
Don’t forget peer pressure. “All the cool people are doing it.” “The first game is always free.” “Your parents will never know.” That should suck them in. ;)
Definately include something on the “price of success” as opposed to simple failure; I think that is one of the most fundamantal differences in games.
/sub
“Do you know Dungeon World as your personal game and savior?” “No. Savior from what?” “Initiative and boredom.”
I’d be careful about calling DW a story game. That was my initial take on it as well, but narratives are more of a possible side effect than a core part of the rules. FATE, Mouse Guard, etc. make characterization totally crucial to gameplay; Dungeon World maybe gets you a couple of XP at the end of the session for alignment and bonds. The prevailing attitude of asking why players know the lore they spout/how they acquired their signature weapon/how that particular bond came about makes it easy to give rise to that – and I agree that it’s great! – but the heart and soul of the game is about Defying Danger and having fantastic adventures in dungeons of all kinds. It’s a narration-focused game, not a narrative one.
The best thing I can say about Dungeon World is that it embraces the strengths of a tabletop RPG. The whole draw of RPGs is the freedom to do whatever. You don’t need to design a bunch of systems to determine consequences because you have a human being to decide the best one for right now. You don’t need to do a ton of calculations and table lookups because when 4 PCs sit around watching their DM do math homework nobody is having fun.