I’m thinking about picking up Dungeon World in the new future; whether I switch systems for an existing D&D 4e game, start a new campaign, or not is totally up in the air as of right now. At the moment, I’m wondering if the buy would be worth it, even if I don’t end up actually playing it. Thoughts?
I’m thinking about picking up Dungeon World in the new future; whether I switch systems for an existing D&D 4e game,…
I’m thinking about picking up Dungeon World in the new future; whether I switch systems for an existing D&D 4e game,…
The book it self has a ton of fantastic “system neutral” resources. Its rules for steadings are great, tons of GM advice, and even the magic items can be moved over to other systems. If all you have ever played is 4e it might be quite the culture shock but you might learn a thing or two.
The GM section in DW is a very good treatise on best practices for running RPGs.
Definitely. It’s a brilliant read, you’ll be supporting the small press side of the hobby, and you might / might not play it but if you don’t get it you will never be able to make that choice.
If you don’t olan on running it specifically but are interested in the system in general I’d rather get Apocalypse World or Saga of the Icelanders; they are clearer text and better show what the engine is capable of creating.
Saga of the Icelanders is STILL out of print in DTF. =(
I read Dungeon World first and think it stands alone fine. Apocalypse World is also very good, but as a stand alone product, it could be hard to see applying it to a D&D setting. I personally would not recommend Sagas of the Icelanders. It has some holes that AW or DW fill better.
Since the rules are freely and legally available online (http://book.dwgazetteer.com/ for example), you can always have a look before buying.
(I think it’s worth your money.)
We converted our 4e group, so glad we did. It is very worth it.
I went over from Pathfinder and never regretted a thing.
We recently switched from 4E to DW. Definitely recommend it. As others said, some great DM/GM concepts regardless of rule set that I think make it worth the read even if you don’t use DW ruleset.
Good point David Bell – one of my players runs a Pathfinder game and has implemented “Adventuring Gear” rules instead of tracking ten foot poles, torches and block-and-tackles. Saves a lot of time when the party restocks.