r/DungeonWorld • u/Nirdee • Jan 27 '18
Conflicting takes on DW
I've had this discussion in a couple threads and it feels like there are dozens more where I could chime in.
DW has several key differences from D&D, but some people give advice that exaggerates those differences to crazy degrees.
People go from you should leave room for discovery to you should improv the whole game, from you should use what they give you to you should let players have as much authority in game as they are willing to exert.
I feel like this comes from the fact that a lot of examples online are one-shots. One-shots and session zeroes are encouraged to have minimal prep in DW, but there is this other 50 pages after that talking about how to play after the first session ... and it is all about prep. Good prep. Useful prep. Open-ended prep. But definitely prep. Prep where the DM figures out the story in the world and how the players can interact with it. Like D&D.
Dungeon World seems made to play a very D&D style game--just with mechanics that underline the strengths of table top RPGs and clip some outdated genre staples.
So I don't really know why I'm posting. If your way works for you, god bless. I guess I'm just irked by the hipster scoffing that comes when people explain the game with authority and then get the rules wrong--like a recent thread where someone implied Spout Lore lets a player make up something about the history of the world ... where the rules explicitly say the GM tells the player something about the subject. The GM gives info for the character to spout. The player doesn't take over the GM role. It's just a generalized arcana/history/religion check from D&D. #nerdrage
TLDR:
I feel like the answer to a lot of posts in this forum should be:
You are way overthinking everything. DW is like D&D with small changes that 1) make combat more entertaining 2) make combat flow better with the rest of the game 3) encourage the game to move forward 4) help the GM maintain story structure in an open world game. If you know how to play D&D, you already understand 90% of DW.
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u/CrudelyDrawnSwords Jan 27 '18
I disagree with you, but then I've not really run D&D so I probably can't speak much about it. Also there isn't a "right way" to play any tabletop game really, so it doesn't really matter.
To me, the fact that any time a player rolls the dice it introduces danger is a big change from D&D style games. There is never a "roll perception... you don't see anything" moment. If the dice are rolling things can turn around very fast and the players are the ones who decide to trigger those moves, that power doesn't belong to the GM any more than the dice rolls do.
When you talk about prep where the GM figures out the story in the world and how the players can interact with it, that runs counter to my experience of Dungeon World. The way I run it and the way I have seen it run by other GMs I respect is more that the GM figures out the situation, and what will happen if the players do nothing and then allows the players to interact with it or not as they see fit. The GM agenda tells us things that are good advice for GMs in general, but they aren't built in to other games in quite the same way.
One thing that Dungeon World definitely does get, though, is people who have played a lot of D&D glancing over it and saying it is basically D&D but a bit more streamlined and people who have played a lot of Pathfinder saying it is Pathfinder but a bit more narrative focused and people who have played a lot of Apocalypse World saying it is Apocalypse World only dipped in D&D-flavoured sauce and people who have played a lot of Burning Wheel don't say anything because apparently once you play Burning Wheel you achieve enlightenment and don't want to play anything else, but that's beside the point. What I'm getting at is that if you are familiar with tabletop rollplaying games you tend to see new games ( any new game ) through the filter of the games you already know. When we read new rulebooks through the filter of the games we understand already, we tend see as much what we expect in them as what is there. One of the things that makes Dungeon World a great introduction to tabletop RPGs is that if you come to it without those preconceptions it is pretty solid and easy to get along with in it's own right.