I wrote a post about what I learned from Dungeon World, and how it has impacted my newest game!
http://schirduans.com/david/2014/11/mythic-mortals-learning-from-dungeon-world.html
I wrote a post about what I learned from Dungeon World, and how it has impacted my newest game!
I wrote a post about what I learned from Dungeon World, and how it has impacted my newest game!
http://schirduans.com/david/2014/11/mythic-mortals-learning-from-dungeon-world.html
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Lots of interesting stuff there even though I don’t quite agree with a few things there. That might just be you using shorthand to simpler explain what you are talking about though.
However, running every game like Dungeon World seems like a huge mistake.
Nicely done, sir.
After reading and playing DW, it has changed a lot of how our group approaches the game.
We were RP heavy before, and now it seems even moreso.
Thanks! I don’t want to re-make what already exists, so this game is slowly turning into its own thing. But DW has had such a huge impact, and I hope that my game will be just as modular and community supported as DW has become.
I’m trying to keep the classes modular, and allow for simple community expansion.
Tim Franzke is right that not all games should be DW’ed.
Some philosophies with DW and Fate are worth cross-pollinating, like bonds, fronts, and so-on.
Hey David, check out the rpg Dust Devils if you are looking for more ideas. It’s western (as in American old west) themed that uses a deck of playing cards instead of dice to make checks. I never had the opportunity to play it though :/
Gabriel Aliaga hey! I actually have read it, and it’s really interesting. I also liked to original rules of Deadlands, which used cards for casting magic.