So here is a question- I’ve played DW a few times now and, as far as running the game, still have a hard time completely wrapping my mind around the “correct” way to run the game. So I remembered that DW was based on the rules from Apocalypse World and was wondering that does reading AW help to understand the rules better? Since DW rules are born of AW rules, maybe this would help me out? If so, I’ll pick up a copy of AW. Thanks all
So here is a question- I’ve played DW a few times now and, as far as running the game, still have a hard time…
So here is a question- I’ve played DW a few times now and, as far as running the game, still have a hard time…
So, in terms of understanding and use, AW is a strange, strange beast. Common opinion is that the book isn’t particularly well-written, or at least that it’s a difficult book to use. While I find that the book is not always easy in terms of reference (knowing where to find something on the fly), I think it does a very, very good job in conveying the philosophy and vision behind the game, which sounds like exactly what you’re looking for.
Also, playing AW is highly recommended, just because it’s so. Damn. Good.
Awesome. I think that’s what I’m really looking for. I understand the basics of “having a conversation” but there’s just something about me learning “how” to run the game correctly that just still hasn’t quite clicked yet. I’ve read a community “how-to” book and while it gives AWESOME advice, there’s just still something that hasn’t allowed me to feel 100% confident to run a DE game. And to me that is really weird. I’ve ran enough other systems to feel very comfortable with running those, only having minor rules questions, but DW is a whole breed of “can’t wrap my mind around it”. And I want to SO bad because it is such an awesome game
Have you watched Steve Lumpkin run it on Roll play on YouTube?
Edit: Actually I should go back and revisit those videos as I watched them before I found this community and he might have been running it too much like D&D….can’t remember now
I started watching some of the Roll Play of DW. I also heard that was a great learning tool but I noticed that it was a lot of GM setting the stage and then asking “what do you do”. Wether that is right or wrong, I’m not sure. The way I learned my first time of playing was the players really did most of the narrative and the GM was there to fill in the small blanks. The couple of times I’ve run it, I did it this way. I’ve pretty much left it to the players in most cases.
Couldn’t agree more with the Steve Lumpkin recommendation. I first learned about DW from watching the Roll Play R&D segment and he is an amazing GM.
The DW guide was the most useful how-to for me starting out. See
http://apocalypse-world.com/forums/index.php?topic=4996.0
I was confused about Fronts after reading Dungeon World but reading AW helped me understand them better.
AW doesn’t always explain its terminology right off the bat and it’s written in a way that’s meant to evoke the Apocalyptic tone.
That said, it has several examples of play that I think are far more helpful than Dungeon World’s. In particular, when explaining some of the moves and principles, Vincent Baker explains exactly what the MC is thinking at that point.
AW is worth reading anyways – the section on the first session is also really good for laying out how you should think about building a campaign together rather than just bouncing around the MC’s pre-created world.
The “Moves Snowball” chapter if AW is worth the price of the PDF in my opinion.
Awesome feedback everyone. Thank you!
Lots of good advice that I agree with here. AW is easier to read and understand once you’ve played it.
I’m curious what you feel you’re doing wrong though Jaime Pierson. I mean, the short answer is “if everyone’s having fun, you’re running the game ‘correctly'”, but I see how that can be an unsatisfactory answer.
Chris Stone-Bush Everyone had a blast but the first thing that made me go “Oh man, I was WAY off” was reading the DW guide and how it says the GM doesn’t make dice rolls. At least the 2d6. That blew my mind… I had done it all wrong… It really made me start to question what else I was messing up.
Ah. Yeah. No dice for the GM, just GM moves when necessary.