dimanche 10 août 2014

Dungeon World thoughts and play experience?

So, the whole D&D 5e thing has actually encouraged me to poke around again at other games. For one thing, games like Fate and DW have the advantage of, well, FREE. Plus a lighter, more flexible design.



In particular, I mentioned 'hey, maybe I could do a D&D in space game like Dragonstar with 5e...'

And friends pointed out the fun pulp scifi Adventures on Dungeon Planet ... which REALLY meshes nicely with Guardians of the Galaxy; you have an Earthling class (someone transported from Earth to strange space, fitting Guardians, John Carter, John Crichton, and a bunch of other stuff), the Engine of Destruction class, which is ostensibly designed around being a killer robot but strangely would fit Groot with a few tweaks, and a lot more.



Anyhow, very curious what people think of this game. It has this weird old gaming feel to it, with some very clever newer design ideas. Action resolution reminds me a little bit of Dying Earth RPG.



Comparing games:

Traditional games have some form of ability score and skill + roll mechanic, where ability scores are essentially uber skills with more sense of being inherent to the character.



Fate essentially combines ability scores and skills into one pool of Skills. Some are more inherent, some are more trained, and the system doesn't care.

Otherwise, Fate is mostly a traditional game, with an added fate point system to spike rolls and a more descriptive way of handling scene modifiers.



DW keeps ability scores... but then does away with skills. Instead, you have rather flavorful and characteristic 'moves' which allow certain actions and has various situational bonuses.

The essential resolution of actions is also distinct. Although the basic 'try something, roll to determine success' of a traditional game is there, there is a focus on what happens to the player, rather than the somewhat 'NPCs are other agents in this scene' of other games.

That is, players roll to determine the byplay between them and the environment/NPCs, rather than PCs and NPCs separately resolving actions.



DW manages to fold in a lot of flexibility in flavor simply by changing lists of allowed moves a character can select from, and pares down a lot of stuff (like racial abilities) to a very basic 'WHAT can the character do that's different?'



A weakly explained element of Fate is that Fate Aspects often change the scope of what a character can do. That is, a character with a military Aspect has access to items or contacts that another character might not. But this isn't ... overt in the mechanics.



What I like about DW is that such tweaks are _directly_ written out as mechanics, like a soldier might be described as having an ability to Discern Realities concerning military hardware/deployments.

(Discern realities being an oddly cumbersome way of saying 'Perception/lore')





Anyway, I'd be really curious to read what other folks have experienced or think about Dungeon World.



For the curious:

http://fate-srd.com/

http://ift.tt/1hIzH8x





Dungeon World thoughts and play experience?

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