2015-11-08 Moves

I’ve been thinking about Dungeon World some more. Here are some of my comments from a recent post on Google+.

Dungeon World

a recent post on Google+

How to ask nicely in Dungeon World

When talking about my classic D&D games with others, we sometimes talked about procedures (or the lack thereof). When I tried to explain how great classic D&D was to Lior oh so long ago, he said that he would love to see some practical instructions on how to make a game interesting. Classic D&D seemed to be steeped in oral culture transmitted outside the written rules. You learned how to do it from friends, or through years of experience, or by reading and talking about it online (which is how I finally got it). As we gave Apocalypse World a try, it seemed to us that there was something here about telling us how to run a game but we just couldn’t nail it. I don’t remember whether we were just too blind to see, or too distracted by all the new jargon, or too fascinated by the moves in play books. I think that now, I’m slowly starting to get it.

procedures

Apocalypse World

ever changing game play

Even if I use The Perilous Wilds as my rules, these thing are still true. Except now there are more tools to work with, more specific instructions: countdowns for themes, a predetermined size, and so on. It seems to me that DW and friends are very interested in “play to see what happens” and one of the consequences is that the world is being generated as you go, based on your moves and the improvisations of the DM. That, in turn, is perhaps why my *suspension of disbelief* might not work as well. Or perhaps that’s simply a problem for an old school D&D player. If we’re exploring an *existing* place with an existing map, and existing dangers and treasures, it feels more “real” than generating things as we go. If the consequences of failure are generated by random rolls on a table, if the danger of monsters depends on the severity of my moves, then the rules can say *fiction first* as long as they want, I read it as *DM fiat*. But: This could be my D&D bias. Perhaps DW does not shirk from DM fiat as long as it follows from the fiction. Perhaps it works at the table even if everybody knows that the DM is improvising. After all, D&D also requires improvising but generally DMs will try to hide the fact that they’re doing it. The impression of *impartiality* is generated by dice rolling. Staying true to the fiction is presumed.

The Perilous Wilds

also requires improvising

Curious and willing to learn, in any case.

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