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LuiCypher posted:I thought about removing the image link, but then realized that this post would not have cat in it. The new version's rules for characters were previewed at a GenCon panel and they're pretty slick, too. Definitely designed with an eye towards speed of play. I imagine the handout will be posted online fairly soon.
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# ¿ Aug 4, 2015 14:27 |
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# ¿ May 11, 2024 17:13 |
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gnome7 posted:Yes, they are, but DW wasn't designed as a story game, it was designed to be OSR. It just happened to get very popular with the story gaming crowd. This is totally accurate. Towards the end of my Dungeon World game I moved towards using average damage for monsters the way that 13th Age does. It cut down on time and let players plan out a little more (this one is almost dead but doesn't hit very hard, should we take it out or focus on the new one who hits like a truck?). When you work out the health numbers and party of four characters, most monsters shouldn't last more than 2-3 rounds unless there are a whole lot of Defy Danger rolls going on or people are rolling really poorly. Most fights also start to drag after that. Regardless, the game is pretty swingy. fool_of_sound posted:That isn't a DungeonWorld thing specifically, it's common across most of the *world games, and while I agree that it's a decent system for games where every test has story importance, like most of the *world games I've encountered do, it falls apart when you're rolling half a dozen times for every player every combat. You can't have meaningful consequences when each player is rolling 3 partial successes and a failure every combat, times two or three combats a session. This is actually pretty accurate, though. As a GM for Dungeon World, you end up either repeating yourself a lot or pulling your punches sometimes. It's one more thing to keep track of in addition to the usual organization and description that go with every fight. And it's made worse by the fact that the book really isn't great about telling you what a failure looks like for a lot of the Basic Moves. Apocalypse World is much better about describing what that 6- result is going to look like in play. Sometimes you can bank the failure for future badness, but it's easy to forget about it - especially with so many rolls in most combat sequences. I would sometimes do work-arounds by trying to come up with interesting failure/partial success options during my game prep, but it's one of the places that DW is weaker.
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# ¿ Aug 9, 2015 06:10 |