Found this article interesting. Perhaps the central concept in the article, the erosion of novelty in regards to player experience of table top rpgs is why I enjoy dungeon world so much.
Dungeon world dodges the problem of running out of ways to explore the world by dint of the world played in being continuously made anew for each game or continuously evolving into a more complex and interactive world with all players and gm part o collaborating on the facts of the world.
How many of us in this group found dungeon world better at giving players those magic moments of learning about the world not in one game but in most games?
Originally shared by Joshua Macy
Best blog post I’ve read all week
http://middenmurk.blogspot.com/2015/09/undermining-certainties.html?m=1
Awesome read!
The people who make up the OSR are able to use Dungeon World to create the world around them. And that is the games intent.
Robert Doe Add the Microscope RPG, John Wick’s Dirty Dungeons technique then the players and the GM can co-create to any degree desired.
I’ve had more players enjoy the death mechanics in DW than any other game.