A Whole New World

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A quiet day with tacos, hot wings, the Shaw Bros. and a pile of rpgs to read. Pretty perfect.

On the last note, I’m currently reading Dungeon World and I think I’m missing what makes people fall in love with the game. The Moves seem to be regular D&D-esque class abilities, the triggers are just explicit statements of how the abilities are to be used, the DM moves seem like basic techniques. Maybe once again I’ve been blessed with outstanding gaming groups where this kind of play is the norm and not completely revolutionary. I can’t even imagine what most groups must be like if that’s the case.

I do like the resolution mechanic of 10+ being a success and 7-9 partial. That bit I may want to steal. And the Bonds that connect the PCs together. Fronts seem like a good way to organize and do larger picture prep – I feel like I do a lot of this already but not in a structured way.  The directive to “begin and end with the fiction” is a good one, and one I could bear to keep in mind more often. So there are very nice bits in here without question.

If you’ve read or played Dungeon World or any of the other Apocalypse World hacks, what makes it sing for you?

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