Dungeon Craft #30: Dungeon World Review

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  • Опубликовано: 29 сен 2024
  • The Professor reviews Dungeon World by Latorra and Koebel.
    "Fury of the Dragon's Breath" by Peter Crowley
    Bandcamp : petercrowley.ba...

Комментарии • 297

  • @Zorato1
    @Zorato1 4 года назад +166

    I think many of these "newer" RPG´s really understand there are alot of 40+ year old players that do not have time to play all weekends as we could do when we were 14, and the game needs to have a really effective flow when you play them.
    Many people trying these new games for the first time are often amazed how much you get done in one session when combat does not take 30-60 minutes and instead 5 minutes.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 года назад +26

      daarco2 Yep. Couldn’t have said it better.

    • @noreaster7171
      @noreaster7171 3 года назад +3

      👍🏻

    • @knghtbrd
      @knghtbrd 3 года назад +4

      More importantly, even if you CAN play three hours every week, if a villain escapes after 2-3 rounds of combat, it's "Get back here, you're the bad guy we've been after for months and you're not getting away!" After 15 rounds? "Get back here, we've just spent the past 45 minutes kicking your ass and we're NOT going through all of that again!"
      I love Prof. Dan's way of handling mechanics quickly in a way that makes the story and the cinematic action rise to the top. I love the world where the monsters are usually men or … things that maybe were men once… I love that they aren't trying to be human … but still have things like families if players start getting too bloodthirsty (an that maybe the best thing to do is NOT kill everything in sight…)
      I say that despite coming to this channel not from D&D but from HeroQuest. Never had any positive D&D experiences growing up, but a friend did own HQ and we had a blast back then. There's almost NO story, there's basically no good reason to leave monsters alive ever, and … actually combat still happens quickly, though some of the mechanics are a little weird.
      We do role play it, but since there's no real story the role playing doesn't have to make sense. The elf found a wandering orc who couldn't hit him even after being buffed by a threat/complication house rule designed to keep players moving, so we decided his ghost was still trying to ineffectively stab the elf. We exorcised him but in the next quest another appeared, "…I don't know, out of the wizard's hat, yeah…" and immediately attacked the elf again, missing still. Reincarnated? Must be. We should name him in case he comes back again… Bob! His name is Bob. And as far as we know … his ghost is still trying.
      Bob: Stab is how orc show he care…
      Wizard: I don't think that's how that works, actually…
      Dwarf: I don't know, it doesn't sound like a bad idea to me…
      Elf: Did someone wake up on the wrong side of the rock pile this morning?
      Wouldn't mind a D&D game with adults or even with teens today, but in the latter case I'd probably have to be running it and I haven't got a ton of experience as a player even. What I had dates back to 2E and THAC0 and a table full of people who were determined to make sure that I didn't want to play again since they were OBLIGATED to allow me to be there if I wanted to be.
      So, yeah, I came for the making stuff cheap. Stayed because the Cavern's campaign seems like so much fun, and the kinds of games the Prof runs actually sound like fun to play.

    • @Jay-ql4gp
      @Jay-ql4gp Год назад +6

      This is four years late, but I played a session of 3.5 once where one battle, just one...took nine hours of real time. Now there were nine players, who had been gaming for a few years by this point, but there was so much page turning, and so much discussion and planning on how to take the monsters out that it just sucked the life out of me.

    • @Zorato1
      @Zorato1 Год назад

      @@Jay-ql4gp Been there, done that :)
      That is the oldschool way of doing it.
      Nowdays it just goes so much faster.

  • @martinphillpot2010
    @martinphillpot2010 5 лет назад +62

    6 or less means the gm makes a move, not necessarily a fail.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  5 лет назад +12

      True.

    • @jerramiemiller
      @jerramiemiller 4 года назад +2

      This trigger means that the DM can simly do a counterattack.
      I was thinking on a d20, the total rolled score...
      1-9 fail 46%
      10-15 success @ a cost 36%
      16-20 success. 18%
      Ive actually rolled this out on multiple dice rollers and they all seem to get pretty close to these same numbers.
      Nat 1 and 20 rules still apply.

    • @martinphillpot2010
      @martinphillpot2010 4 года назад +15

      @@jerramiemiller a mere counterattack lacks imagination, one time I set a city on fire on a roll of a 6.

  • @biggrump4967
    @biggrump4967 5 лет назад +6

    ICRPG player right here - been in the system since the beginning. Seeing you mentioning it in your vids and comments has upped my fandom of your channel to 11! I really liked this ‘review.’ Our community has been raving about your content; keep it up! We are with you - the shield wall approves! I would argue this was more of an analysis of what you found at your own table and I preferred that style to “this is what it contains.” Others already do those. I really like how you bring experience to your videos. I personally think ICRPG is the perfect pairing for the TAGS in dungeon world. I really like the HP system in dungeon world but since ICRPG does not use an actual stat, it is a tougher conversion. I also think the effort in ICRPG can be adjusted to match classes similar to dungeon world (mix up the D4, D6, and D8 in ICRPG to the effort your class is best with). I haven’t found the sweet spot yet between the two systems. As much I want to try the 2d6 concept... we all grew up with the d20 and you are right - nothing beats the natural 20; either from the GM or the players. I don’t think I can switch to that.

    • @TheFleahost
      @TheFleahost 5 лет назад

      So glad you commented. I'm just now hearing about DW and ICRPG. I was wondering if they worked together. Thank you Big Grump!

    • @kevingooley9628
      @kevingooley9628 3 года назад

      Sounds like you're pretty experienced with ICRPG, if you see this, is there any official TAGS for ICRPG? I like the system, but he gives tags as a vague suggestion, as I'd he decided to not go forward with using them. I was wondering if anyone had created a list of tag effects or usages to go with the weapon tags he gives?

  • @hunterironside9969
    @hunterironside9969 5 лет назад +20

    I love the Apocalypse engine. Dungeon World is my fave of that engine. Kult: divinity lost is also really good.

  • @lordleif1
    @lordleif1 9 месяцев назад +7

    Do you still feel the same about it?

  • @starkfels-diespielefestung2680
    @starkfels-diespielefestung2680 6 лет назад +4

    I wouldn't say you necessarily fall into the bottomless chasm if you rolled a 6 or lower. What would happen? Your character just dies? How is this interesting? The beauty of this system is that it produces outcomes to drive the story forward, and not producing dead ends. So what could happen instead?
    You want to jump over the chasm. If the GM thinks you should make it, no problem. You don't even need to roll. If he wants to introduce a danger or have your actions have consequences, you roll. But as a GM you should keep in mind what those conseqences could be and how those could make the scene more interesting (after all one principle is: Be a fan of your players characters).
    On a 6, the goblin chasing you might be faster, grabs you by the ankles and have you dangling down the bridge on his side. A makes for a much more satisfying outcome because now the player needs to act again. In this way you can snowball dangerous situation instead of just "letting a character die".

    • @ichifish
      @ichifish 5 лет назад

      I don't think I'd put a bottomless chasm in my settings for exactly that reason. If it were bottomless, on a miss I'd have the player stranded on a ledge 50' below.

    • @taragnor
      @taragnor 5 лет назад +1

      Yeah ultimately all a failure by 6 means is that the DM can "make a move." It doesn't necessarily mean catastrophic failure. Granted you could be heavy handed and kill the players, but it'd be far more exciting if you did something like the "put them in a spot" move where you have one precariously hanging by one hand on the edge... do his fellows go and rescue him and put themselves in danger of the pursuing goblin's arrows or do they leave him to die?

    • @apilgrim8715
      @apilgrim8715 5 лет назад

      You don't have to die in DW really. This game has a considerable amount of negotiation.

    • @strygian192
      @strygian192 5 лет назад

      Games where you can’t die or are saved repeatedly are boring.

    • @Jupiter065
      @Jupiter065 5 лет назад +1

      @@strygian192 There's a whole lot of options between "can't die" and "fail a single roll and die". The latter is just terrible game design and worse storytelling, unless it's supposed to be a tongue-in-cheek meat-grinder game.

  • @michellefloyd2216
    @michellefloyd2216 5 лет назад +2

    Ever since running Apocalypse World, Dungeon World has been my go-to for swords & sorcery.

  • @VaGuS343
    @VaGuS343 5 лет назад +4

    Thanks prof! I use this for my 1 evening 1 shot adventures or my around the camp fire (while camping) adventures. Prep is minimal, as you said....I can play with both new and old players....we all have a great time with the free flowing narration style game.... and i have fun cause it is so casual.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  5 лет назад +1

      Glad I connected you with this great game.

    • @VaGuS343
      @VaGuS343 5 лет назад

      @@DUNGEONCRAFT1 Yes. Thanks for doing that. I also got connected with DCC, and ICRPG.... Thanks again. PS: I left a comment just a few minutes ago on your magic video ... I know professors are very busy people but I'd love your opinion. Take your time. Thanks again!

  • @ronwisegamgee
    @ronwisegamgee 3 года назад +3

    Good review, Prof. DM.
    Besides its innovative game mechanics, other area of high praise that I would give Dungeon World is the DM section. Never have I ever seen a DM section that spells out what a DM does like Dungeon World, from sticking to the DM agenda to having a solid list of consequences whenever a character rolls anything under a 10 to setting up fronts. It's damn near foolproof, IMO.

  • @mrgunn2726
    @mrgunn2726 3 года назад

    Great review! I agree with you on the character sheet. The first thing I like to look at with a new RPG system is the character sheet, it can tell you a tremendous amount about the system and what questions to ask first.

  • @InnoVintage
    @InnoVintage 3 года назад +4

    The thing I personally like about dungeon world isn't the innovative combat, it's the ease of DMing. In D&D, with undefined stakes, and difficult rules, it takes a lot of skill and talent to run. But in dungeon world, it's incredibly easy to run, you just talk to the players, and tell them when to roll, it's an easy to learn RPG. And what's more, it's all one book in comfortable language. And the consequence system makes the game much more consistently interesting than the difficulty system of D&D. But I love D&D, for different reasons.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  3 года назад +3

      Very well reasoned. I loved DW because it was a snap to run. While the consequence system is innovative it starts to feel sort of....meh....boring... after several sessions. The natural 20 is thrilling in a way a natural 12 isn’t. What do you think?

  • @tomyoung9834
    @tomyoung9834 6 лет назад +1

    Great Video, thanks! As a gamer who started in 1983, who now runs Pathfinder, I’ve been intrigued by DW, now will definitely check it out!

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  6 лет назад

      For $20 it's worth it--even if you only steal some concepts.

  • @pattersonleong8898
    @pattersonleong8898 2 года назад

    Love this review. Hits the nail, great ideas for solo RPG GM. Will test and adept to Pathfinder, WFRP, Warhammer Quest too! I realized for those partial success, as a Solo GM, I may need to find random tables for that circumstances. Great review and thanks a tonnage.

  • @Plotspider
    @Plotspider 5 лет назад +2

    I'll give you the d20 feeling. I like that very much too, but I LOVE DW and it is precisely because I did not want to just have to figure out the DnD world and work with things out of it.

  • @starkfels-diespielefestung2680
    @starkfels-diespielefestung2680 6 лет назад +2

    5:40 Don't forget: In order for the fighter to actually do damage, he would need to have a method of doing damage. Just wailing with a sword on dragon scales might do nothing at all because you simply can't penetrate them with a sword.

  • @daveinsel
    @daveinsel 5 лет назад +5

    the lack of d20 usage is my only complaint about Dungeon World. The 2d6 roll is objectively better. I just love the d20.

    • @snakeoi1sean
      @snakeoi1sean 5 лет назад +1

      Then switch the values around a bit, maybe make a short table for critical success and failures and add a d20 when you play (is what I'm thinking).

    • @crowgoblin
      @crowgoblin 3 года назад

      You can you a d20, adjust the targets...
      1-10 miss/fail
      11-15 partial hit/success
      16-20 full hit/success
      It’s the same 50/50 hit/miss chance, although dice probability is different. On a d20 there’s exactly 5% chance of rolling any number, whereas on 2d6 there’s a curve, but statistically rolling double 6s is only 2% chance, much rarer than a Nat 20.

  • @RottenMechGaming
    @RottenMechGaming 4 года назад +1

    Great review thanks for the info. Dungeon World is a great game!

  • @agsilverradio2225
    @agsilverradio2225 Год назад +1

    The armor absorbing dammage part, sounds *more* complicated than armorclass.

  • @jerramiemiller
    @jerramiemiller 4 года назад +2

    Good Video as always.
    Ive been trying for a long time to adapt something to modern/scifi/post apoc. This seems to be much quicker and streamlined. However, it doesn't account for a criticals. Any thoughts on this specifially using the DW mechanic? Or does combat speed account for these types of big hits due to only a 25% chance of success without consequence?

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 года назад +2

      The big hit IS the critical. My thoughts on the DW mechanic is new players love it, older ones want their d20s. For rules-light apocalypse I recommend "Death is the New Pink." Nice little game. Index Card RPG also comes with sci-fi rules. Thanks for watching!

    • @TorianTammas
      @TorianTammas 4 года назад +1

      @@DUNGEONCRAFT1 I have had different experiences as old and new players did not warm up to it.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 года назад

      TorianTammas Full disclosure: my players HATED it and let me know. They wanted their d20s back!

  • @benvoliothefirst
    @benvoliothefirst 5 лет назад +12

    Knowing that you're on a quest for simple and fast-paced RPG's, I'd love to hear your thoughts on the 1-page RPGs like "Lasers & Feelings." Is there such a thing as "TOO simple?"
    Also, I just purchased Dungeon World based on your recommendation. Thanks!

    • @Pokarface7
      @Pokarface7 4 года назад

      Lol, lasers and feelings is just 1 to 3 die throw to see if you succeed and how well

    • @benvoliothefirst
      @benvoliothefirst Год назад

      @@Pokarface7 Yes. Correct. AND...?

  • @paavohirn3728
    @paavohirn3728 3 года назад +1

    The basic mechanic is fantastic! It's genius! It's a lot of fun for players and the GM. But the character creation and advancement are really unsatisfactory and it's one more system where the damage reducing armor doesn't work. When you have a small damage die and can't get through armor, that's worse than too high AC you rarely hit. After trying DW out I've never stopped trying to bring the best elements into a d20 system.

  • @override367
    @override367 Год назад

    I think you could probably find some Middle ground between dungeons and dragons and dungeon world that wasn't so viscerally repulsive to players who are very opposed to their rolls hurting them. Especially in the way dungeon world handles lots of weak enemies. I like minions and d&d but it still raises complications especially with the caster power scaling. Since I use virtual tabletop anyway, I have toyed with the idea of minions who have hit points but if they're hit with a weapon attack they simply die. So you can't kill all of the minion ogres by casting fireball however they will die in a single weapon attack

  • @blinddog4288
    @blinddog4288 4 года назад

    Always time well spent watching your videos. I think I would love the game but fear my players wouldn't. Like you mentioned - everyone likes rolling a d20 and scoring the crit.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  4 года назад +1

      It's a GREAT way to introduce new players to the game. Very quick combat means more play in less time.

  • @GattacaKain
    @GattacaKain 2 года назад

    When creating a character, can a player examine the rules and determine the best way to do what they want, a.k.a optimizing?

  • @krisredmond1840
    @krisredmond1840 Год назад

    Dungeon World is Apocalypse world flavored as D&D. It is not a retro clone or it's own thing. There are many games powered by the Apocalypse World engine. Sadly, fans of AW tend to dislike dungeon world and fans of D&D dislike DW. I hit the same wall you did and had to find people Brand New to ttrpgs to enjoy it.

  • @morecringe89
    @morecringe89 Год назад

    After throwing dices for three hours, I am ready to try DW. The book is 20 dollars and one book 😂.

  • @BewareTheCarpenter
    @BewareTheCarpenter 5 лет назад +3

    Having only 3 stats for each monster makes prep work easy, but doesn't it get monotonous?
    There's no different strategies to take down different monsters, no difference between a small/fast/ smart enemy vs big/slow/dumb etc.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  5 лет назад

      There are other rules. I want to be fair to the designers. I just didn't get into details. Reviews need to be short.

    • @amberjones4067
      @amberjones4067 4 года назад +1

      I think the philosophy of Dungeon World is more you don't the enemy to have +3 intelligence or +3 wisdom to make it smart or cunning, you can just play them as smart or cunning. In other words, for your own prep you could take an ogres stats, put a note at the side saying "loves to eat sheep and dwarfs" and play as targeting those creatures first.

    • @TorianTammas
      @TorianTammas 4 года назад

      Beware the Carpenter - Yes it does. As soon as one tried awhile it gets very repetitious as beside the colouring of the GM it is the same.

  • @calebjackson3895
    @calebjackson3895 4 года назад +1

    The biggest problem I can see with determining the enemy's success with the player's dice roll is that you can't fudge it...
    ...Holy crap, you don't fudge rolls, do you?

  • @SaltyBoiJohns
    @SaltyBoiJohns 5 лет назад +1

    I just don't get why we need to scale towards infinity like a DC super hero...

  • @toyjesus
    @toyjesus 2 года назад

    Dungeon World is okay but my group got bored of everything happening based on their failures. The game is always reacting and not actively acting.

  • @rhinoxrifter356
    @rhinoxrifter356 5 лет назад +1

    Interesting that the better target market is not who the game is marketed to. Hard way to make a buck.
    My feelings about the 10-12 versus the natural 20 are similar to your experiences. I liked the system but didn't love it. The players I've got did not like the speed at which everything goes to shit when things go to shit.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  5 лет назад +1

      Interesting. It IS fast, and although I'm a fan of fast, it might be TOO fast. I kinda like the idea of the character taking damage on a low roll, though.

    • @rhinoxrifter356
      @rhinoxrifter356 5 лет назад

      @@DUNGEONCRAFT1 I do too.
      I think that Dungeon World pretty much checks the box between The Black Hack and full D&D.
      After watching your review I pulled out my copy and started rereading it. It feels a bit fiddly with basic moves, racial moves and fronts and yeah.
      I do like the resolution system, essentially a B/X morale table on steroids.
      I also like xp on a failure. Our mistakes are the only thing we can call our own.

  • @olivermeloche2042
    @olivermeloche2042 5 лет назад

    I used to look down on Dungeon world as a "simplified" rpg that wouldn't hold any interest for me but this review really opened my eyes to how ignorant I had been and I really got the intent of what Adam and Sage wanted to do with this RPG. So I bought the book, really peaked my interest reading through it and thought it would solve some of the complaints that my players (one of my groups is with my parents who played second edition in their early twenties) had with fifth edition dungeon and dragons (combat taking way too long, codified moves not being intuitive outside of the rule system), so I sat down, ran it with them through a basic goblin infested mine hopping to expand the game into a semi-open hex crawl with various dungeons that could finish in a setting, and THEY HATED IT! why! because there was no D20, they loved rolling the high numbers and the aesthetics of failing by rolling a 1 or succeeding by rolling a 20. I had the exact same experience for the exact same reason! where back to playing Fifth edition lol.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  5 лет назад

      I really enjoyed that game but my players outvoted me. I will concede their point, however--natural 20s are fun to roll!

  • @Entropy3ko
    @Entropy3ko 4 года назад

    To be honest "Macho Women with Guns" sounds good. I'd buy that
    From that character sheets it seems to me it had a sense of humor. Something lacking in today's' virtue signaling world

  • @dane3038
    @dane3038 5 лет назад

    Sounds like DW uses a simplified GURPS mechanic. I LOVE GURPS for FRP but maybe my players would prefer DW.?

    • @taragnor
      @taragnor 5 лет назад +1

      It's not really GURPS at all honestly. GURPS is more similar to D&D but with a bell-curve probability. It's basically a pass-fail system with very hardcoded rules. You try to jump the pit, either you do it with no consequences or you fail and you end up falling to your death.
      Dungeon World pretty is really rules-lite with a resolution system that gives the DM a lot of flexibility. Contrary to the video if you fail a check to jump across a chasm, you don't necessarily fall to your doom. Instead failure allows the DM to "make a move," which is DW speak for allowing the DM to do whatever he wants (so long as it's reasonable to the narrative). He could kill the character yes, but he could just as easily "put them in a spot" where the character hangs precariously with one hand onto the ledge, dangling over the pit and give his allies a chance to save him (of course at considerable danger from the goblin pursuers naturally). There's lots of other options too though. Maybe the character ends up narrowly making the jump but a few stones form the bridge break away, falling down and awakening a monster somewhere below.
      DMing GURPS is more of a science, where as DMing Dungeon World is an art.

    • @dane3038
      @dane3038 5 лет назад

      Thank you. I'm putting this game on my list. I suspect it has something to teach about DMing in general.

    • @taragnor
      @taragnor 5 лет назад +2

      @@dane3038: Yeah it does. It's very much for DMs (and players) that prefer a more loose style of game that goes for cool effect over just ironclad rules. Players that really love the wargame element may not like it, because it offers a lot more uncertainty in the form of the DM creating consequences on the fly. But the uncertainty is also what makes it really interesting. If a wizard fails his spellcasting roll to magic missile the goblin in his face, you could just rule he loses the spell slot as a result of the failure, but you could also decide that his consequence is the goblin stabbing him, or perhaps some of the goblins grab him, so now he can't cast any spells until he escapes the grab. The only real restriction is that whatever you do should be supported by the narrative in some way, so if the goblins were there in the wizard's face it's fine to have them do something to him, but the ogre across the room probably shouldn't be affecting him without good reason (like it was holding a big rock to throw). In DW you generally have to setup the threat first, unlike in most other games. So you'd ask the player "the ogre across the room pulls back the rock over his head clearly getting ready to throw it. What do you do?".. then the wizard tries to cast a spell and fails, well it makes sense that he might take a rock to the face. It really gets players paying attention to the narrative instead of just looking over a battlemap, because everything you've described is essentially a clue to what might happen.

  • @fredricknoe3114
    @fredricknoe3114 4 года назад

    Macho Women with guns is the best rpg what are you talking about?

  • @leftistadvocate9718
    @leftistadvocate9718 5 лет назад +2

    nat 20 doesn't feel as good as a nat 12. but a nat 12 has a 1/36 chance

  • @TheTimeshadows
    @TheTimeshadows 5 лет назад +2

    Not discussing Moves, GM Fronts, or other peculiarities of the PbtA systems and suggesting that DW is so close to D&D is, arguably, disinformation.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  5 лет назад +1

      I couldn't discuss everything because of time constraints. My feeling is that any game that has STR,INT,WIS,DEX,CON,CHA, AC, HP is essentially a derivation of D&D. See my most recent video "The Rules I Use." You are free to disagree, however, and I thank you for watching!

  • @john-lenin
    @john-lenin 5 лет назад +1

    Your combat example shows just what a bastardized system this is..

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  5 лет назад

      How so?

    • @john-lenin
      @john-lenin 5 лет назад +1

      Dungeon Craft It tries to mash together a narrative, tag- and status-based system with an abstract damage and hit point system, ending up with a ridiculously over-complicated - yet vague - collection of Moves along with an overly simplistic damage system. But it has encouraged me to do a one-page PbtA game to show people how Apocalypse World games really should be done.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  5 лет назад +1

      @@john-lenin thanks for clarifying. For more details on the rules I use (and they are bastardized) tune in tomorrow at 6pm.

  • @lastburning
    @lastburning Год назад +1

    8:35 lol you are saying you could have designed Dungeon World? Why didn't you then? Sounds egoistical and nonsensical.

  • @theDMLair
    @theDMLair 6 лет назад +81

    This review was perfect. Thanks! I've always been interested in checking DW out, but I wanted to understand it better first. Now I do. I appreciate the explanation of why you only ran it a couple sessions. That's very helpful info.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  6 лет назад +21

      Glad to be of help. I'm a slooooooow talker by nature and I was afraid it was a little draggy, Thanks for the compliment. More reviews by the summer.

    • @theDMLair
      @theDMLair 6 лет назад +12

      DUNGEON CRAFT The pacing felt good for this video, honestly. It gave time to understand a concept before moving onto the next.
      At any rate, YT has the option to speed up and slow down videos, so I don't worry much about how slow or fast people talk. I can always "fix it" if I need to. 😎

    • @nooanykanen5864
      @nooanykanen5864 5 лет назад +1

      you should its amazing and i personally love it

    • @twilightgardenspresentatio6384
      @twilightgardenspresentatio6384 5 лет назад

      the DM Lair well put

    • @Timberella3003
      @Timberella3003 5 лет назад +2

      @@DUNGEONCRAFT1 Your delivery and pacing are spot-on.

  • @jgroth3906
    @jgroth3906 2 года назад +37

    There's a reason players often say they dislike Dungeon World and other PBtA games. DW is about the GM and players coming together to craft a narrative about fantasy adventurers getting into dangerous situations and risking life and limb for the chance of fortune and glory. It's about giving the players the chance to embody a fantasy adventurer facing down ever escalating threats. It's about experiencing the thrill of real risk and reward.
    Most players don't want that. They might say they want that, but most players actually want to find the right ways to manipulate the game mechanics to "win". Who can blame them? That's the way most players have been trained to think by video games and most modern RPG systems including 5e. Dungeon World is not a game to win. It's a set of mechanics aimed at crafting a shared narrative. Players should revel in their character's victories, and lament their defeats, but they also need to play to find out what happens and understand that character failure is not equivalent to the player losing.
    Some signs a player may be in the wrong mindset is if they say something like, "I hate how I'm always getting punished by rolling 7-9". This implies that the game should reward taking the "right" action and punish doing the "wrong" action. There is no right or wrong action because although some actions have better or worse odds of succeeding depending on who's doing them, the most likely outcome is always 7-9 because DW is all about crafting a narrative about adventurers facing down escalating threats. Another sign is complaining about the lack of options. The options for approaching any given situation are practically infinite. Just because it isn't listed in a book, doesn't mean it isn't an option.
    Appreciating the beauty of Dungeon World requires a shift in mindset, one that players may find difficult if they never GM. (I think GMs are more used to occupying the "fiction first" headspace). Dungeon world is about creatively engaging with the narrative, to create an exciting story full of danger, and playing to find out what happens. It's not about engaging with the mechanics to win the game.

  • @jkwatcher47
    @jkwatcher47 5 лет назад +73

    This is EXACTLY the type of RPG review I’ve been looking for. I want to know how the game plays! I want to know how the mechanics are different. Maybe I’ve been looking in the wrong places, but thank you for this review.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  5 лет назад +10

      Thanks. I try to be useful.

    • @gogonomo5604
      @gogonomo5604 4 года назад +6

      You need to go back through his videos. Some mind blowing revelations in them

  • @AndrusPr8
    @AndrusPr8 3 года назад +55

    After playing a couple DW sessions and facing a DnD 5e session again, now I realize how time consuming the DM's turn are.
    In DW, with the lack of rounds and turns and the GM depending on your own moves, the players are constantly in the spotlight. Combat is way more engaging and reactive since it progress under the players decisions and not so much the GM intervention.
    DnD DM-Player interaction
    DM: I attack you with a mace, 14 hits?
    Player: No
    DM: Ok. And now I go with a claw. 18 hits?
    Player: Yes
    DM: Ok, that's... 8 damage.
    Dungeon World DM-Player interaction
    DM: I attack you with the mace, what do you do?
    Player: I defend myself
    DM: OK. That's a defy danger roll, describe how you defend yourself.
    Player: I set a trap for the goblin. This place has a slight slope so I place myself in such a way that when he tries to strike me the goblin trips.
    DM: That could be quick thinking or a sharp observation, roll either with INT or WIS, whatever suits you better.
    Player: 10
    DM: The goblin trips over and your tactics work.

    • @override367
      @override367 Год назад +2

      I've played with various Homebrew and d&d to make it faster, one of the easiest ways is getting rid of anything that would change a character's AC mid-action. And I'm going to be honest I feel like the biggest offender is The shield spell just slowing the game now but there are other ways. I am seriously leaning on despite my players objections and incredibly strenuous objections at that, bowling forward with making it so that all reactions in the game require you to declare them before the enemy takes their action. So if I tell you the goblin is attacking you you have to say I'm using shield or warding flair or whatever right then otherwise I'm going to roll and you're going to take the damage because I already know what your armor class is

    • @jeremymullens7167
      @jeremymullens7167 Год назад

      DnD Dm-player interaction
      Dm: The monster attacks in a flurry of blows and scores a hit with their claw doing 8 damage.
      I tend to know the AC of my players. I write down all important statistics and don’t ask them for that information.
      A failed hit does not need to be described.

    • @jeremymullens7167
      @jeremymullens7167 Год назад

      The mechanics of the game can largely be hidden from the players.
      A DM could roll all the dice and players would know even less.
      What’s important is what the DM feels comfortable managing.
      A common one is encumbrance. Lots of DM’s just drop it. They don’t track it or simplify it. Another DM might have a system or strategy to manage it.
      Most of the simplification I’ve seen in DnD is largely aimed at making it easier to DM and dropping the harder systems.
      The initiative system in 5e in my opinion is not the best one. It is, however, easier to run. Even though people still get bogged down

  • @KoreyMacGill
    @KoreyMacGill 3 года назад +16

    I've switched to DW. I made one mod. I use a d20.
    I updated each move to have an entry for a 20 (+1 forward, etc.) And 14+ replaces 10+, 8-13 replaces 7-9, and 7- instead of 6-. I also treat nat 1 as a unique roll with lousy things like debility or whatnot.
    To make it work you update the ability scores to be from 1-20 and the modifiers to run from -5 to +5 instead of -3 to +3.
    I love this system.

    • @aherosquest4536
      @aherosquest4536 2 года назад

      Regarding the modifiers, when you go from the +\-3 to +\-5, would you mind elaborating on that? Do you mean the modifiers get an additional +\- 2 in adjustments?

    • @ZaatarGardens
      @ZaatarGardens 2 года назад

      @@aherosquest4536 that’s what it sounds like

    • @mr-boo
      @mr-boo 9 месяцев назад +3

      You are of course free to do whatever you want, but do note that you have skewed the results rather favourably in your game.
      For comparison, in DW:
      - Failure (1-6): 42%
      - Partial Success (7-9): 42%
      - Success (10-12): 17%
      Whereas in your system:
      - Failure: (1-7): 35%
      - Partial Success (8-13): 30%
      - Success (14-20): 35%
      This is due to combinatorics of multiple dice, there's more ways to form the middle numbers than the extremes. The following d20 outcome classification most closely matches the original distribution:
      - Failure (1-8): 40%
      - Partial Success (9-16): 40%
      - Success (17-20): 20%

  • @godfreemorals
    @godfreemorals 4 года назад +31

    The line, "if we were designing D&D from scratch today, Dungeon World is what we'd come up with." Really speaks of this system's achievement. I'm so pleased to see RPGs moving into a more narrative driven group-storytelling activity and away from endless dice rolls, maths and statistic battles. The latter's link to the world of war games was always an unwelcome hangover in my mind and led to min-maxers ruining many a game back in the 90s. I can't wait to get my old group together again and play this! (I mean, if our various partners and child care commitments allow us!)
    Edit: Great review btw!

  • @Jupiter065
    @Jupiter065 5 лет назад +88

    I think Dungeon World is going to always be fighting the visceral psychological resistance players have to hurting their characters with their own rolls. It doesn't really matter that it's mechanically and logically the same as opposed rolls or enemy rolls against their defense, there's a powerful psychological benefit to being able to blame someone else's good luck rather than one's own bad luck.

    • @WARCERER
      @WARCERER 4 года назад +16

      I think most PbtA games, need a change of psychology, to learn to embrance failure and complications. Besides, usually one thing anyone who plays them has to understand is that you are not "hurting yourself", the opponents and adversaries are acting, and you are interfering... and that may come with a cost...

    • @gogonomo5604
      @gogonomo5604 4 года назад +7

      I'm going to present it as "you engage in hand to hand with the orc, roll to see who gets the upper hand, that person rolls damage".

    • @Baalur
      @Baalur 4 года назад +4

      You can let other players roll the damage for the one suffering it. "The player to the left of you rolls damage." It could create some tension with certain player types. But usually it works pretty well.

    • @gogonomo5604
      @gogonomo5604 4 года назад +7

      @@Baalur I did this at my last game. It was so funny. Made 2 brothers roll the damage each would take. Colourful language indeed

    • @Dinofaustivoro
      @Dinofaustivoro 3 года назад +5

      Its the same as making a jump check, you roll the dice and you may get hurt if you fail.

  • @EmeranceLN13
    @EmeranceLN13 5 лет назад +5

    What about just sort of combining the ideas of both in terms of dice rolls? Drop the 2d6's and use the d20. Add in your previously mentioned idea of simpler DC checks like 5, 10, 15 and then go up to 20 or 25 depending on the level/modifiers of your players and enemies.
    Then you incorporate in Dungeon World's concept of failure, success with consequences, and success. You still give your players the wholly psychological endorphin rush of hitting a natural 20. But, you maintain the speed of combat that Dungeon World offers.
    I am starting to feel the drag of long combat sessions as both a player and DM. I went from playing sorcerers or rogues to simply barbarians. I charge every enemy, swing my sword, and most of the time it works out great and I end combat fast. Then I can get back to the more interesting storytelling part.
    My annoyance with DnD combat and most games nowadays is the number bloating to enable instant gratification. Dealing 2 damage to kill an enemy in one hit is the same as dealing 20 damage and killing an enemy in one hit. The 20 is just a larger number than the 2, so we feel better about the 20 than the 2.
    This comment was way more than I planned to write 30 seconds ago. But, ultimately, I wanted to say that I love your videos and you have read my mind about my own issues with games from D&D to video games like Skyrim and such.

  • @JS-sy7ym
    @JS-sy7ym 3 года назад +5

    I’m late to this video, but after seeing DW referenced in forums but never explained I was happy to find a video where you reviewed it. You sold me on it and I bought a copy. I have decided to adopt DW for my campaign.
    It’s too bad so many people get hung up on the d20 thing. I started out with Advanced Fighting Fantasy, so rolling 2d6 is very nostalgic for me!

  • @paulofrota3958
    @paulofrota3958 6 лет назад +30

    This is the first time I watch a video on your channel and I'm surprised with the quality of writing and editing. Congratulations, you deserve a hundred thousand subs!
    Ok, now for the complaints. Everything you said about the system was correct but very, VERY superficial. You grossed over the best thing about DW, the actual roleplaying/conversation mechanic between GM and players and how the moves and tags actually work - a dragon's description may be brief, but its tags give the GM so many options and ideas! Also, all playbooks (that's how the character sheets are called) are available online.
    I understand the video had time and content limitations but I think this game deserves a more in-depth review of what makes it unique and I believe you could deliver great content about it. Thank you for the video and keep up the great work!

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  6 лет назад +16

      Paulo, you are correct about the video being superficial. Reviews have to hit broad concepts, but if I were to do it again, I would certainly mention the tags, which are really cool and innovative. Thanks for your compliments re: the writing and editing. You can help get my subscriber numbers up by sharing my videos, for which I am always grateful!

    • @paulofrota3958
      @paulofrota3958 6 лет назад +9

      Will do! You deserve much praise! I've been watching your videos non-stop for the past few hours and I'm really impressed :-) Congrats again on the amazing work!
      And let me say this, when I said the video was superficial that might have sounded a little bit harsher than I intended, so sorry for that. I understand that reviews need to be broad and (in a short video) can't explain everything. What I really meant is that maybe some people who never read the book or seen the game being played might misunderstand some concepts and dismiss the game as 'silly' or 'simplistic' (I've seen that happen). You know how some players find it hard to describe actions and go right for the name of the moves? How they focus on the strategic aspects of combat instead of the cinematic ones?
      I think you mentioned your own players disliking DW... It would be awesome to see a video about that experience and hear your opinion about the reasons you think your players didn't enjoy DW and preferred to go back to D&D.
      Regards and thanks for taking the time to reply!

  • @lucaskorte2202
    @lucaskorte2202 10 месяцев назад +1

    It does make me a little sad that ttrpg players don't want monster illustrations in their manuals. As a professional illustrator, one of the things that inspired me to draw and take up art was the old ad&d monster manual from the 70s. Feels like one less opportunity for me to make something cool, and one less opportunity for people to make a living. I'm sometimes disappointed by how barren the art direction can be in some game manuals. I'm surprised to find out people prefer that.

  • @bonzwah1
    @bonzwah1 10 месяцев назад +1

    I think the choice to combine attacking and defending into a single roll may be a turn off to some players. Would be fairly simple to split it up. Have the player roll their action and dont deal damage to the player. Then, roll defense at the end of the turn to determine if there is damage.
    The rhythm is nice too. The gm can narrate a cinematic attack and rhe player gets to describe how they will attempt to defend against it.
    -
    It doubles the amount of rolling, bur it might be worth it if people dont like the feel of having one roll be both attack and defense.

  • @hoogmonster
    @hoogmonster 4 года назад +4

    Whilst an experienced DnD n player might feel underwhelmed by the 2d6 roll mechanic one could always make the roll of natural 12 a crit if one wanted to. So 10 and 11 are as the rules state but 12 deals double damage. If you want then add the modifier to the damage dealt.

  • @matthewconstantine5015
    @matthewconstantine5015 6 лет назад +6

    I'm not going to go into a long thing, but I'm not a fan of D&D. Never have been. However, Dungeon World seems like something I could really enjoy. All the style and theme, but with rules that don't make me want to scream. What you said about it being what you'd make if you tried to make D&D today is close to what I said when I first read it. "It's like someone decided to make D&D actually fun to play."
    Cool review. And I'm enjoying your videos. Thanks.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  6 лет назад +2

      You're welcome. Try it out. And keep watching this channel. I try to make it system agnostic. Next week's episode is about horror. Cheers and thanks for watching!

    • @ichifish
      @ichifish 5 лет назад +1

      If it's the mechanics that bother you about D&D then you're gonna love DW. If you're not a fan of fantasy settings (I've outgrown it myself), I would highly recommend Apocalypse World or one of the other games that use the Powered by the Apocalypse engine, which is what Dungeon World uses. Check out the Roll20 Apocalypse World play-throughs for examples. There's also a great example of a Dungeon World one-shot with first time rpgers here: ruclips.net/video/gxWKEMQGo1o/видео.html

  • @willsave5416
    @willsave5416 6 лет назад +9

    I’ve looked at this system off and on but your sold it to me in this excellent summary. Great job. Also that paint job on the fighter (in the first scene, trying to jump her way across the chasm) is fantastic.

    • @theDMLair
      @theDMLair 6 лет назад +1

      Will Save Same. Been intetested for some time, but now much more so. Just gotta convince my D&D players to give it a try now. 😀

  • @iainmaclean1205
    @iainmaclean1205 4 года назад +2

    Have you tried Monster of the Week? I ask because we have a regular d&d game, 3 years and counting, and recently we have tried MoW whenever our regular dm has had to work shifts. It has the same mechanic as DW but has a totally different feel as we are trying to recreate the feel of tv shows like Buffy and Stranger Things not epic fantasy. The play is to figure out what the monster is, where it is, what it is weak to and to somehow defeat it while developing character back stories and creating the world. The players have a lot of power and as a game it feels more like collaborative story telling than anything I've experienced with 5e (and AL in particular).
    Now that we are familiar with the system and the feel of the game (although we do play it for laughs) we are now talking about giving DW a shot. We are getting used to our character's fragility (only 7 hp, and you are dying when you hit 3) and learning how to play more creatively - you cannot just trade blows with the monsters, you will die. I wonder if trying the system in a different context would make your players more amenable?

  • @LeMayJoseph
    @LeMayJoseph 3 года назад +1

    No no no, Dungeon World is absolutely designed for first-time players. The reason there's no sample character sheet is because there's no need for one. The way the character sheets work, you only need to fill the sheet in and the instructions are on the sheet.

  • @TheLurker1647
    @TheLurker1647 2 года назад +3

    I've stuck by Dungeon World and its iterations (Freebooters on the Frontier, Perilous Wilds, Etc.) because it's so accessible for anyone to grasp. As you observed, it gives the layman the feel of D&D without the need for breaking out charts and doing calculus. It keeps the action focused and players engaged, and at the end of the day, that's what you want as a DM.

  • @captainnolan5062
    @captainnolan5062 2 года назад +1

    Session Zero has some great Dungeon World resources: ruclips.net/user/SessionZero

  • @godfreemorals
    @godfreemorals 4 года назад +1

    I think that DW is for old hands who want a narrative driven game that is rules light, as someone else said, because we're time limited people now!
    And I think that Quest is the same but for brand new gamers. That game looks very user friendly. Perhaps this isn't that and maybe (just maybe) the reviewer (Prof DM) hasn't quite got the manner of playing the narrative way that DW requires. Personally I played a lot of games other than D&D, like White Wolf games, and these made less about the blooming dice rolls for the better.

  • @paulofrota3958
    @paulofrota3958 6 лет назад +7

    Oh, before I forget: those are some of the best-looking minis I've ever seen '-' Congrats!!!

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  6 лет назад +2

      Thanks! Many of them I obtained quite cheaply. I have a couple of videos coming up that features those minis and I talk about which lines made them and how much they cost, if you're interested.

  • @Pastor.Jeff.Strong
    @Pastor.Jeff.Strong 5 лет назад +16

    Dungeon World is easily the best role playing game I've tried. It's so fun and fast-paced. As a GM, it's SO much easier to prep for, and so much more enjoyable to GM than D&D 5e.

  • @matthewmarks4868
    @matthewmarks4868 3 года назад +1

    As a DM, I don't have time for a D&D campaign. If my players wanna play, then they are gonna play Dungeon World. It is too easy to run, with too much flexibility for all the players.
    My only complaint is....
    No.
    No complaints.
    A game played is better than no game at all. ;)

  • @WARCERER
    @WARCERER 4 года назад +4

    Great video! as a huge fan of PbtA games, I encourage you to try others. Some are very different mechanically but the same in spirit and philosophy. I think Dungeon World, as a great game it is, maybe is not the best example of what a PbtA game can give... But as you said, most of these games are fast, fun, and focused on fiction. And I think some of the philosophy behind them can very well be translated into other games too. The same with some tools they give you (the use of fronts, clocks, and the lack of iniciative and turns.-

  • @john-lenin
    @john-lenin 5 лет назад +4

    The point is that with a narrative system you don’t need hit points. You only need statuses and effects. The tricky thing about the system is defining the time period and meaning of success and failure for each encounter so that the expectations of the players are clear.

  • @terrybeal2252
    @terrybeal2252 5 лет назад +3

    I totally want to run a Macho Women with guns campaign. 😂😂

  • @zaqcausey8514
    @zaqcausey8514 3 года назад +2

    Dungeoncraft is the best channel on RUclips
    Hope that does enough
    Im so drunk

  • @oldercloudify
    @oldercloudify 5 лет назад +4

    I wrote a supplement for Dungeon World called Mort Tanis. I ran it with my group, but they hated Dungeon World. It’s so fun to run.

    • @TorianTammas
      @TorianTammas 4 года назад +3

      I noticed that what seems to be fun for the GM is often hated by the players.

  • @JaredHayter
    @JaredHayter 5 лет назад +2

    The odds of rolling a 6- on 2d6 is 42%. The odds of rolling 7-9 is also 42%. The odds of rolling 10+ is 16%. One could map this range of results to a d20. Failure becomes 9- (45%); partial success becomes 10-17 (40%); full success becomes 18+ (15%). This might scratch the d20-rolling itch for long-time D&D players.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  5 лет назад

      Let me know if you playlets it. I'm very curious.

  • @ichifish
    @ichifish 5 лет назад +8

    Excellent summary. I use the Powered by the Apocalypse engine (the ruleset for Apocalypse World that the designers of Dungeon World modded for that RPG) for my homebrew. It's MUCH more streamlined than D&D, and you really don't lose anything. You can also roleplay MUCH more easily. In D&D you have to go through endless rounds of attacking and that's usually the ONLY thing you can do. But in the case of the fighter with the goblins from the video, if the fighter rolled a 10+ I would just say, so you're kicking their ass, what happens? And the fighter could describe it freely: I brain the first one with my axe and hit him so hard he slams into the two standing beside him. When the fourth one steps up I kick him in the chest and send him toppling over the other three." So much more exciting than "I swing my axe. I rolled an 18 and I do 7 points of damage to that one." If the fighter scored a 7-9 (dealing and suffering damage), the player or the GM might say "Traya stabs the first one through the neck, but her sword gets caught. As she's pulling it out one of the bastards stabs her in the back."
    Dealing damage by class, imo, is both more realistic and cinematic -Brienne of Tarth is a badass, whether she's wielding a Valyrian steel sword or biting off ears, and it doesn't matter what Tyrion is wielding, because he's gotta get really lucky to score a hit.
    Because HP doesn't increase and there's always the risk of serious injury, you don't have that typical D&D situation of "I don't have to follow laws because I can literally kill every person in this town." The only way to address that in the mechanics of D&D is to make the townspeople higher levels, but that doesn't make much fictional sense.
    Also, in the AW ruleset the players have just as much authority in world design. The GM does not - can not - say "here's the world I designed, here's the story, and you guys are just characters in it." The players design the world together. So if I'm DMing and you want to be a dwarf, I'm gonna say "what are dwarves like? Do they get along with other races? How common are they? Do they live in just a few places, or are they integrated into other societies? How do other races treat them, and how do they feel about the others? In one campaign the hobbits were untrustworthy pixie types, the dwarves were the bureaucratic, gnomish-type engineers, the elves were like Star Trek Vulcans, and the humans considered all of them "aliens."
    If you want to see a great example of Dungeon World, my favorite is Adam Koebel (one of the designers) GMing a one-shot with five guys who've never roleplayed before. ruclips.net/video/gxWKEMQGo1o/видео.html

    • @pierremiranda287
      @pierremiranda287 5 лет назад

      Actually nothing prevents you from using DW in a more traditional way, without the collaborative storytelling element (which I'm personally not bought on).

  • @crowgoblin
    @crowgoblin 3 года назад +1

    You can you a d20, adjust the targets...
    1-10 miss/fail
    11-15 partial hit/success
    16-20 full hit/success
    It’s the same 50/50 hit/miss chance, although dice probability is different. On a d20 there’s exactly 5% chance of rolling any number, whereas on 2d6 there’s a curve, but statistically rolling double 6s is only 2% chance, much rarer than a Nat 20.

  • @lachielvaher9168
    @lachielvaher9168 2 года назад +1

    I started playing D&D with D&D.. then AD&D. and I have once or twice played 3rd and 5th ed. but I my far love Dungeon World more than anything since old school D&D. I love the story driven narrative and rules light approach. it's my goto when I'm not playing Monster of the Week which is another PBTA game.

  • @aksantom
    @aksantom 4 года назад +10

    This is the best system I have ever played. I wish I discovered it before I bought all the pathfinder 1e books...switched all my campaigns to DW

  • @OrdemDoGraveto
    @OrdemDoGraveto 2 года назад +1

    I am an RPG writter and both my published games are PbtA's (Powered by the Apocalipse), the same genre of Dungeon World.
    My First book actually started as a DW hack i published for free over a few years before i turned It into a comercial product.
    I really love the move mechanic for resolution. It makes games way more interesting and dynamics compared to D20 System.

  • @dkbibi
    @dkbibi 5 лет назад +3

    Side note, on a 10+ of hack n slash, if the player chooses to do +1d6 dmg he also gets attacked by his enemy whether or not he kills it.

  • @Kill2Hard101
    @Kill2Hard101 Год назад +1

    Professor what's your feelings about 13th Age? We started playing it and it's replaced our core rules.

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  Год назад +1

      It's a good game. It was demoed to me by Jonathan Tweet.

    • @Kill2Hard101
      @Kill2Hard101 Год назад

      @@DUNGEONCRAFT1 Yeah and the system supports your UDT. It also gets rid of skills like you've suggested in other videos. Thanks for the response

  • @arcubal
    @arcubal Год назад

    I feel like a d20 based roll could still substitute the 2d6 roll (keeping that traditional joy of rolling a d20, let alone a crit) by looking at the chances of rolling in one of 3 categories. If a 6 or less chance is roughly 40% (based on probability charts), a 7-9 is also 40%, and a 10-12 roughly 20%, wouldn't the solution simply be to map the categories across the d20 number ranges of '1-8', '9-16' and '17-20' respectively? And it's up to you then to make the crit 20 a unmitigated success (and then some) to truly make the cinematic epicness shine...

  • @CJ_esc.artist
    @CJ_esc.artist Месяц назад

    Wow, going back to this video again after all these years. Do you still play Dungeon World Professor DC?

  • @michaelcremin6496
    @michaelcremin6496 2 месяца назад

    I just grabbed a copy of this game. The longer I play, the more I value simplicity and emergent stories.

  • @DrRotwang
    @DrRotwang 2 года назад

    "Macho Women With Guns" is a terrific game, just like "Xanadu" is a terrific movie -- it is what it wants to be, shamelessly, on roller skates.
    ...okay so only one of them features roller skates. BUT THE POINT STANDS.

  • @darkenblade986
    @darkenblade986 3 года назад

    imo try dungeon world but just use a d20

  • @jbirkins
    @jbirkins Год назад

    The natural 20 thing is pure pavlovian conditioning. It's a dopamine hit just like a slot machine jackpot or social media like. It will understandably take time for the conditioning to build. Once it does, players will be shouting "boxcars!" even though in craps a 12 is usually a bad thing.

  • @VeeInterstellar
    @VeeInterstellar 2 года назад

    DND is flexible and can appeal to a lot of different play styles; so long as the DM can do the work to make that play style function. I'm trying to be kind here cause I actually loath this about DnD. It puts a lot of work on the DM to make the game the group will be playing. My good experiences are because of a DM who could make the game; and my bad experiences are from either a bad DM or a DM who's DND is different game from my expectations.
    Dungeon world is based solely in a more narrative style of play. And because it's focused on one type of experience; the work to make that type of game work is already done for the DM. Now the DM just has to run the game; rather than make it.
    For people who prefer their DnD games narrative driven; they're gonna be more receptive of Dungeon world.
    But for groups that prefer a more dungeon crawling based experience or players who prefer optimizing and stuff, Dungeon world is gonna be a big miss. Because that stuff is just not there.
    Tho tbh, most DnD players are not receptive to different systems in my experience. Unless they're either very mechanically familiar; or the theme and setting is radically different from what DnD has by default. Or both.(And even then it can be a hard sell)
    And so Dungeon world can be a very hard sell because you're going to have to answer the question of "why don't we just play DnD?" Even if your group is the sort that prefers more narrative driven games.
    Plus a players first experience with any game is going to be character build; and many long time DnD players will look at Dungeon world and see restriction rather than freedom. Because at first glance it doesn't look like you get to make many choices at character build, because mechanically speaking you often don't.
    And so then the players can get stuck in a negative spiral. Where they see the differences as exclusively negative, rather than just different.
    I don't say this as a judgement, i think it's a totally normal response. I feel like Dungeon World is, like you said, best for new players; or groups who love other PbtA games (or just other narrative first games) who have a hard time going to (or back to) DnD because it's not inherently narrative focused.
    That's been my experience, I somewhat loath DnD now because my old group was narrative first in the extreme. I mean I have fun while actually playing it still xD But I'm the first to suggest a different game.

  • @1simo93521
    @1simo93521 5 лет назад +3

    I ran three campaigns in DW I found it fit my fast paced style of GM'ing really well.
    The trick with DW is to only roll dice when you are prepared to inflict consequences on the players and also go big with the most outrageous scenes and enemies you can, the game really rewards outrageous action.

  • @tankatim13
    @tankatim13 3 года назад +1

    Couldn’t you convert the 2d6 into a d20?

    • @DUNGEONCRAFT1
      @DUNGEONCRAFT1  3 года назад +1

      Great question. No, because of the bell curve. New video, btw: m.ruclips.net/video/1Qhd925BSvk/видео.html&start_radio=1

  • @cybermerlyn2
    @cybermerlyn2 Год назад

    I have often thought that substituting the dice mechanics from the Quest rpg into Dungeon World would give players the feel of the d20 rolls with the resolution of DW mechanics. I would be surprised if someone out there is not already doing this.

  • @jeremymullens7167
    @jeremymullens7167 Год назад

    A lot of the details seem like Dave Arneson’s game. He didn’t like increased hp and gave characters more abilities leveling up.
    I think he also used damage adoration.

  • @israelmorales4249
    @israelmorales4249 Год назад

    i came from the future ...this reminds me the system of succes by PF2E and the new siystem from CR Daggerhart

  • @jamesrizza2640
    @jamesrizza2640 2 года назад

    lol rolls be 10 to 12. Love your videos great review, never played Dungeon World sounds interesting especially the 7 to 9 situations.

  • @HowtoRPG
    @HowtoRPG 3 месяца назад

    Thanks.

  • @henrykorvus6954
    @henrykorvus6954 5 лет назад +2

    I see DCC in the background, please share your opinion on that game.

  • @ruprecht8520
    @ruprecht8520 9 месяцев назад

    Looks like a green Monstrous Matt Mercer at the :13 second mark. ruclips.net/video/NoxHumxMTp0/видео.html

  • @johnbelt5204
    @johnbelt5204 2 года назад

    I would love to try this game but I think my players, like yours, would revolt.

  • @HollmanOrtizBuitrago
    @HollmanOrtizBuitrago 3 года назад

    Hi. Thanks for your videos, please make a Pathfinder review.

  • @tristanevans5024
    @tristanevans5024 2 года назад

    Love Love Love Dungeon World and the companion piece Class Warfare

  • @captainnolan5062
    @captainnolan5062 3 года назад

    Why should a DM work on storylines and plots (10:04)? A DM is not a Storyteller.

  • @Arnsteel634
    @Arnsteel634 2 года назад

    I like some of what I see. But I can’t comprehend the text. It’s so confusing to read

  • @amdnable
    @amdnable 5 лет назад +2

    what a great review! illlustrating the rules with your toy soldiers was much more entertaining than blocks of text :D

  • @SlayerOfWorlds
    @SlayerOfWorlds 3 года назад

    I still have my copy of Macho Women.... just saying.

  • @lpslpslpslpslpslps
    @lpslpslpslpslpslps Год назад

    DW is pretty good but the paladin is very clearly OP

  • @azuretigers5562
    @azuretigers5562 3 года назад +1

    WOW ! Thank you Professor Dungeon Master ! I was extremely curious about this game system of Dungeon World - thank you for explaining the system - - it makes it so simpler with your demonstrations !! I can confirm that there is something ''enchanting'' about the D20 system that cannot be easily replicated. I must say however, that I do enjoy the combat systems proposed in D&D The Boardgame (with the yellow/orange/red/purple dice) and the HeroQuest system. One thing I must complain about though with any original D&D game (from 2nd Edition to 5th Edition) ; it created an entire population of people who seem to focus entirely on D&D without trying new systems. I'm tired of Goblins and Fairies and Gnomes and Dragons - - yet, I seem to be the only one offering something different and I cannot find players, or it's extremely difficult for me to find players. Even when I propose something more GrimDark - - people are very reluctant to try it.