Saturday 9 February 2013

Dungeon World RPG Review

Here's a really short review of Dungeon World RPG. If you like reading pages of review I suggest you go read the links at the bottom of this post but stay a while and listen. I want to keep my reviews short because most of us don't have time to read pages of info about the game. In 3 words:  I loved it. Here's why.

Some background

So my experience with RPG can be track back to Dungeons and Dragons 3.5. Not Advanced DnD, not 3.0..3.5. So yeah...some would call this a limited experience. But I tried a lot of d20 RPGs and read tons of other systems such as GURPS, Fate and Savage World. After playing Pathfinder for over 4 years now I got really tired of the system. I'll post a review of Pathfinder but let's just say I couldn't play it anymore considering the lack of consistency in the gaming quality. So I come from a d20-based system background. I played a lot of those and it basically sculpted my perception of what a RPG is.

Quick question: What is Dungeon World RPG?


Dungeon World is a hack for Apocalypse World RPG that was financed on Kickstarter. The game is meant to feel Old school but with modern mechanics. It's easy to learn and you don't have to read 5 chapters of rule to become familiar with the basics. It only takes 5 minute to make a character and the game is ready.

First impressions


So I open the PDF of Dungeon World and start reading. Surprise, the system is based on "Moves". The most simple unit of action in the game. Seems interesting. When I realized there are no initiative and rounds in combat, I was stunned. From my classic DnD perspective this couldn't be weirder. I had a hard time imagining how you're possibly supposed to play this game in a cohesive manner and without having all players scream at you.

The example of play clarified a lot but what really helped me was the Guide to Understanding Dungeon World. The game is meant to be fast, fun and is based on the players, not the GM's secret plan of dragging the characters into his story.

Basic mechanics


You roll 2d6 (two six-sided die) and add the attribute's modifier based on the move you're making. The GM will tell you which one. If you roll 10 or more, you successfully accomplished your action. Between 7 and 9, you succeeded but something else happen. On a 6 and below you failed. the GM make a move and you gain XP. That last part for me was a revelation. I head it's not the only system that uses failure to give XP. I think it's brilliant. The system always keeps thing in motion. Failing is never the end of anything.

A GM will never have to roll anything. A GM acts when the players triggers his moves. Moves such as : Reveal an unwelcome truth or Use up their resources are part of the GM's arsenal on what happens when the players look at you waiting for something to happen. Those familiar with RPGs won't learn anything new here but it's cool that tools like that have been codified and documented in a really interesting way.

Conclusion


Instead of talking about this game for hours and explaining every detail of it, I simply suggest you go get the PDF. It's only 10$ and it's worth all the penny you'll pay for it. There's also a setting available for 5$ but for 33 pages I thought it was too expensive.

Some links


Questions about the game? Ask them here

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