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Thread: Dungeon World Impressions
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2014-08-20, 01:29 PM (ISO 8601)
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Dungeon World Impressions
So, having heard interesting things about the system, I decided that $10 isn't that much and that I'll get it in the interest of widening my RPG horizons. Who knows, maybe I'll even run it or play it. Having taken a look at the PDF, I think I like what I see. There's some old-school D&D baggage it could really do without, but thanks to the system's flexibility, it can be worked around relatively easily. It's mostly the races and classes that suffer from it. Otherwise, though, the system's design seems to recognize what's important as opposed to what isn't and strikes a balance between flexibility and baked-in variety. Does anyone know if there's a repository of homebrew classes somewhere?
Last edited by Morty; 2014-08-20 at 01:33 PM.
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2014-08-20, 05:03 PM (ISO 8601)
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Re: Dungeon World Impressions
I know the Dungeon World Tavern is stuffed with homebrew in the "Base Classes" and "Compendium Classes" categories. (Compendium Class: when you meet its requirements, which may or may not be unknown to the players, you can take moves from the class as you level up, instead of taking moves from your own class.)
There's a lot to love about DW, and I fully endorse giving it a play. There's some stuff that becomes more obvious and interesting once you've actually played it. Also, had a great session Monday night. The duo fell down a cliff, got attacked by a few alligators, kept escalating the situation until they were surrounded by gators, then high-tailed it and took a nap to recover. The guy on watch decided to fall asleep, and now they've been captured by lizard-men.
All in the span of 2 hours, including character creation.
Also, the Fighter used the alligator clamped onto his arm as a bludgeoning weapon against the other gators. It was great.
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2014-08-20, 05:28 PM (ISO 8601)
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Re: Dungeon World Impressions
Yes, I found the compendium in the meantime. Quite a useful resource. The Blade Dancer class looks like an interesting alternative to the beefy Fighter. Maybe I'll try my hand at making my own class, if I get more experience with the system? I'm also not entirely sure how weapons work - like, for example, if I were to slap a Precise tag into a longsword, are there any rules for it, or do I just wing it?
Last edited by Morty; 2014-08-20 at 05:30 PM.
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2014-08-20, 05:51 PM (ISO 8601)
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Re: Dungeon World Impressions
Some tags have rules. Precise and Piercing are the ones that come to mind immediately. Look in the index for "Tags, weapon".
Some tags just tell you when and how you can use the weapon. If you have a reach weapon, then you can simply deal damage to an enemy who's too far away to hit you. They'll probably try to close for range. On the other hand, that reach weapon is a liability if an enemy with a hand weapon gets next to you; you'd probably have to Defy Danger to get in the right range.
Oh, and then there's messy. The only rules attached to it: when you attack someone with a messy weapon, stuff gets ripped up, pulled apart, etc., etc. It takes a messy weapon to cleave an enemy in two.
The tags tell you what situations you can use your weapon in. They're a way of extending your combat abilities. More importantly, they're tools for specific purposes.
There's not a lot of hard-and-fast rules for what specific tags mean, because a lot of it comes down to making calls based on what's going on at the table. "I'm jumping off the rock ledge and swinging my Messy hammer at the Duke's head." It's the GM's job to figure out what that means, rules-wise. Be fair, be a fan of the players, and have fun.
(Also note that it's deceptively hard to create new classes; pay a lot of attention to what each class adds to the story and the world. The base DW classes all add to the world in some way, from the Paladin's quest to the Fighter's signature weapon to the Druid's homeland.)Last edited by CarpeGuitarrem; 2014-08-20 at 05:52 PM.
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2014-08-21, 06:15 AM (ISO 8601)
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Re: Dungeon World Impressions
I have looked at the weapon tags, looks like the only rule for adding them to weapons is 'whatever feels right'.
As far as classes go, I suppose you're right. It's not that simple. Maybe I could come up with some custom moves and features for Fighter to replace armour specialization and feats of strength.
Another thing I like in DW is that it gives races class-based new moves instead of fiddly little bonuses so many other systems are enamoured with. Unfortunately, a dark side of this is that only some races get custom moves from a give class. So you need to poach moves from other classes or come up with your own if you want to play a dwarf thief.My FFRP characters. Avatar by Ashen Lilies. Sigatars by Ashen Lilies, Gullara and Purple Eagle.
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2014-08-21, 09:19 AM (ISO 8601)
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Re: Dungeon World Impressions
What exactly is it about armor specialization and performing feats of strength that bothers you? These are iconic Fighter Things. That's the other thing about all the classes in DW - they are all Iconic in their own way, and their moves (and the lack of overlap between them) reinforce that.
It's not clear to me from reading what you wrote exactly what your issues with the classes ARE other than that you seem to be rebelling against "D&D classes" or something?
Another thing I like in DW is that it gives races class-based new moves instead of fiddly little bonuses so many other systems are enamoured with. Unfortunately, a dark side of this is that only some races get custom moves from a give class. So you need to poach moves from other classes or come up with your own if you want to play a dwarf thief.
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2014-08-21, 09:35 AM (ISO 8601)
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Re: Dungeon World Impressions
They're iconic fighter things. They're also not what I'm interested in when I'm playing a warrior. So I'd like an alternative. Luckily, the system makes it easy to come up with such, which is why I treat it as an inconvenience rather than an actual problem. The class design is otherwise solid, and makes sure every class has its strengths. It uses the battered old D&D class list, but eh. I can live with that. Especially since people seem to have made a lot of their own classes.
No, actually, this means dwarves can't be thieves in Dungeon World. It's not that "Only some races get moves" it's that "Here are the races you can pick" in much the same way that you are limited in which alignments you can pick by your choice of class.Last edited by Morty; 2014-08-21 at 09:36 AM.
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2014-08-21, 09:59 AM (ISO 8601)
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Re: Dungeon World Impressions
Oh, right! Yeah. That was the question you were actually asking, sorry.
As far as classes go, I suppose you're right. It's not that simple. Maybe I could come up with some custom moves and features for Fighter to replace armour specialization and feats of strength.
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2014-08-21, 10:46 AM (ISO 8601)
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Re: Dungeon World Impressions
Which would be...? Not fighting things? Swashbuckling? That's certainly not a "warrior" thing. Also, are you PLAYING this game, or running it? I'd doubly discourage you from tampering with the game to suit "what you want to play (in terms of characters)" if you're the GM.
So I'd like an alternative. Luckily, the system makes it easy to come up with such, which is why I treat it as an inconvenience rather than an actual problem. The class design is otherwise solid, and makes sure every class has its strengths. It uses the battered old D&D class list, but eh. I can live with that. Especially since people seem to have made a lot of their own classes.
Yes, and I don't particularly like that, so I'll instead poach moves from other classes or maybe even come up with my own - it's what the system encourages. I treat DW's adherence to old-school trappings as a minor annoyance, although one that doesn't outweigh its strong suits, and one I can work around.
To answer other questions: You don't generally "add" tags to weapons unless the weapons are different in some way from the norm. Some weapons have some tags already. The fighter signature weapon can get others. Special loot or the like might have others. But you don't just "add precise to a longsword" because a longsword isn't precise. The fiction informs the rules here, not the other way around.
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2014-08-21, 11:07 AM (ISO 8601)
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Re: Dungeon World Impressions
The Armored move lets the fighter ignore the Clumsy tag of the heavier armour, so the replacement should probably let you do something new while wearing chainmail. Easy enough. The replacement for "Bend Bars, Lift Gates" is more tricky, since it's an exploration tool that helps the party with obstacles. Its replacement for a more nimble and athletic fighter had best serve in a similar capacity.
Currently, I'm doing neither. I might use the system to run an adventure idea I've been thinking about. If I do, I'll give the players the core set of classes, unless they're not satisfied with them, in which case we'll look into the custom-made ones. Your objection to making up custom moves in a game that appears to be designed with customizability and tinkering in mind strikes me as bizarre.
Here's the thing. This game is emulating D&D deliberately. If you are looking for something that doesn't "feel" like D&D, it's probably NOT a good game choice.
If it were really "adhering" to old school trappings, dwarves could probably be thieves. :P It is emulating the oldschool without being trapped by it. I suggest you play the game as written before you decide you know best. (Note: That's my generic advice for all games.)
To answer other questions: You don't generally "add" tags to weapons unless the weapons are different in some way from the norm. Some weapons have some tags already. The fighter signature weapon can get others. Special loot or the like might have others. But you don't just "add precise to a longsword" because a longsword isn't precise. The fiction informs the rules here, not the other way around.My FFRP characters. Avatar by Ashen Lilies. Sigatars by Ashen Lilies, Gullara and Purple Eagle.
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2014-08-21, 11:30 AM (ISO 8601)
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Re: Dungeon World Impressions
Just throwing stuff at the wall here...
"Nimble: while you are wearing light armor*, any close weapon you use is also a hand weapon, and any hand weapon you use is also a close weapon."
*I don't remember how armor is classed in Dungeon World
That way, you get some cool versatility in combat and can use multiple types of weapons effectively. Models an annoying "you can't hit me!" character in an interesting way.
For the latter: to me, it's also about "fighter smash problems!" I might go a completely different route, if you want to be swashbuckly...
"Daring: When you put on a display of fancy swordsmanship, you may immediately parley, even if you don't have leverage."
Less sure about this one, but it seems right to me. I'd definitely require a Defy Danger in certain situations, though! You can't put on that fancy display in the middle of a fight without effort!
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2014-08-21, 11:51 AM (ISO 8601)
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Re: Dungeon World Impressions
The tone I'm going for is less 'daring swashbuckler' and more 'nimble, precise and focused swordsman'. Or axeman, or hammerman, as the case may be. My first idea was some sort of enhanced danger sense, but that's a bit similar to the thief's trap sense. Now I'm thinking about some sort of superior focus-themed move that lets the fighter remove distractions, be they noise or a were-rats's teeth in their ankle, to focus on the task at hand, whatever it may be. Your idea for a 'nimble' property sounds good, though. DW seems to group anything from leather to chainmail as 'light' armour. Another idea would be to let them temporarily sacrifice the one armour point from such gear for a +1 to moves related to acrobatics and athletics.
Last edited by Morty; 2014-08-21 at 11:53 AM.
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2014-08-21, 12:03 PM (ISO 8601)
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Re: Dungeon World Impressions
If you ever do run a game, if it's here then sign me up.
Have you looked at apocalypse world at all? Dungeon world is a hack of that system which is very good despite the post apocalypse tone and despite the smarmy writing. I have a friend who can sell ice to Eskimos but keeps it under wraps unless he really likes something. He really likes the *world engine. I'll quote mine him for you when I get the chance.
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2014-08-21, 12:53 PM (ISO 8601)
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Re: Dungeon World Impressions
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2014-08-21, 01:35 PM (ISO 8601)
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Re: Dungeon World Impressions
I haven't, but I am vaguely aware that Dungeon World is a variation of some larger engine. As far as running it goes, I'm not sure how long it'll take for me to get comfortable enough with the system, but if I do decide, I'll definitely let you know.
Good point. Fiddly bonuses only go so far and part of DW's appeal is that it shifts the focus towards new ways of affecting the world and narrative instead of tacking numbers onto things.My FFRP characters. Avatar by Ashen Lilies. Sigatars by Ashen Lilies, Gullara and Purple Eagle.
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2014-08-21, 02:04 PM (ISO 8601)
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2014-08-21, 02:19 PM (ISO 8601)
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Re: Dungeon World Impressions
Because I want to make a character who uses a longsword, or maybe a battle axe, but whose Dexterity is greater than Strength. And Dungeon World lets me do it without getting hung up on definitions. There's no fictional malfunction; just taking the list of example weapons and working with it. Not that it matters in case of the Fighter, anyway - they can add this tag to their signature weapon regardless of its form.
Last edited by Morty; 2014-08-21 at 02:30 PM.
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2014-08-21, 02:20 PM (ISO 8601)
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Re: Dungeon World Impressions
Dungeon World is great fun. If you love fiddly bits, it can get old, but its innovative, entertaining, and character creation is awesome. It's also got a ton of innovative ideas for running campaigns; fronts are revolutionary, IMO.
Be sure to grab the Dungeon World Guide because it explains how to run the game better than the game itself does.
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2014-08-21, 02:25 PM (ISO 8601)
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Re: Dungeon World Impressions
I've read that one, yeah. It's what got me to try out the system in the first place.
My FFRP characters. Avatar by Ashen Lilies. Sigatars by Ashen Lilies, Gullara and Purple Eagle.
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2014-08-21, 03:11 PM (ISO 8601)
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Re: Dungeon World Impressions
I will say one of the worst things about Dungeon World is the core playbooks. There's fun to be had with them, but it's not the best PbtA design, and they're often too based around mechanics instead of narrative. Look up Jacob Randolph and Funhaver Industries on Drivethru RPG. They have a ton of extremely fun to use playbooks. They cost money, but you can usually get them in bundles that aren't too expensive.
Edit: Also, for a nimble swordsman, check out The City Thief, which could very easily be used for that purpose.Last edited by Loki_42; 2014-08-21 at 03:14 PM.
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2014-08-21, 07:34 PM (ISO 8601)
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Re: Dungeon World Impressions
Oooh, neat. Definitely in.
As promised, Thanqol-speak.
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2014-08-21, 07:45 PM (ISO 8601)
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Re: Dungeon World Impressions
It's kind of interesting that one of the things Thanqol talks about is *against the rules*.
Originally Posted by Thanqol
This increases immersion as well as preventing the type of misunderstanding that Thanqol talked about (even though it ended up awesome).
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2014-08-21, 08:01 PM (ISO 8601)
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Re: Dungeon World Impressions
Well, yes. The story is explicitly a "that time I first played and disnt know what was happening and had a revalation". You'll notice that later in the quote bomb he actually says this; you don't pick a move, you tell a story until something that fits a move happens organically.
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2014-08-22, 11:34 AM (ISO 8601)
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Re: Dungeon World Impressions
Those are some interesting perspectives. I've heard of Monster Hearts, but didn't know it's part of the same framework. There are certainly things I like in RPGs that Dungeon World doesn't do - but what it does, it seems to do nicely.
One thing I'm a bit confused about, though - the Fighter's advanced moves, Merciless and Scent of Blood. They seem to do more or less the same thing, only in slightly different circumstances.
Also, I'm looking at the Barbarian class, that's on a separate PDF in my Drive Thru RPG library for some reason, and it almost feels like a joke class. But I imagine it might be good at playing a passion-driven, larger-than-life barbarian hero.My FFRP characters. Avatar by Ashen Lilies. Sigatars by Ashen Lilies, Gullara and Purple Eagle.
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2014-08-22, 12:59 PM (ISO 8601)
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Re: Dungeon World Impressions
One difference is what they mean. Someone with the Merciless move doesn't fight the same way as someone with the Scent of Blood move. The former? They're just out-and-out punishing and brutal. The latter? They're driven on by battle frenzy.
Now, mechanically, since you can only take a move once, it's important because you can stack their effects. If you're going for that, take Merciless first and then Scent of Blood later, and now your first attack deals +1d4 damage, and the rest of your attacks against that foe deal +2d4 damage.
Merciless is definitely more useful overall, though: not only does it trigger immediately, but it also triggers even when you don't Hack and Slash. (Hello, archery fighter!) Remorselessness pays off for the Fighter.
Also, I'm looking at the Barbarian class, that's on a separate PDF in my Drive Thru RPG library for some reason, and it almost feels like a joke class. But I imagine it might be good at playing a passion-driven, larger-than-life barbarian hero.
It's very much a Conan-inspired class.Last edited by CarpeGuitarrem; 2014-08-22 at 12:59 PM.
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2014-08-23, 08:35 AM (ISO 8601)
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Re: Dungeon World Impressions
Yes, taking both lets the Fighter deal quite lot of damage, but it's also a bit dull - the other moves are more interesting. So one of them just feels a little superfluous. If I ever play a DW fighter and reach level 6, I'll take Through Death's Eyes in a heartbeat. As far as the Barbarian goes, the Full Plate and Packing Steel ability makes me want to make one into Minsc from Baldur's Gate, but I'd probably need to come up with a custom appetite for him.
I do wonder, though, who thought it would be a good idea to use Google+ as the homebrew repository, and why. I can't find that handy Excel file with custom classes again.Last edited by Morty; 2014-08-23 at 09:20 AM.
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2014-08-24, 01:50 AM (ISO 8601)
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Re: Dungeon World Impressions
Google+ is the social network of the OSR and Indie games featuring it.
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2014-08-24, 05:18 AM (ISO 8601)
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Re: Dungeon World Impressions
One way or another, looking for something there is quite a task. I should have bookmarked that spreadsheet when I had the chance.
My FFRP characters. Avatar by Ashen Lilies. Sigatars by Ashen Lilies, Gullara and Purple Eagle.
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2014-08-25, 09:56 AM (ISO 8601)
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2014-08-26, 03:18 AM (ISO 8601)
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