This is not a review of Dungeon World, but an in-depth discussion about the βrolling with consequenceβ mechanic that DW and other PBtA games use.
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another great video! iβm loving this kind of direct, topical set-up β i can read the title, know exactly what iβm getting into, and you keep it nice and succinct. all meat, no fluff!
I absolutely agree with what youβre saying about dungeon world, and as someone who got into ttrpgs through d&d 5e and then dove headfirst into powered by the apocalypse games, youβve touched on one of the most fundamental differences in their game design philosophies: mechanics first VS fiction first.
d&d encourages you to feel like a great fantasy hero by giving you all of these numerical abilities, new actions to take, which is a method descended from its wargame origins. in dungeon world, itβs the opposite. if you want to trigger a move, like hack and slash, you have to actually perform it in-narrative, and that encourages further story developments by the mechanics of the game.
you focused on the concept of rolling mixed results on a 7-9, but if i might, i feel one of its greatest strengths lies in the roll of a 6-. if ever you fail, the gm must make a move themselves. these gm moves are the story, and the rules encourage the players to further respond to this.
this is often an issue in d&d because, mechanically, you might fail a roll for something your character should be really good at, or fail a roll generally, and justβ¦ have nothing happen. there is nothing more boring than nothing happening in a story. it works with d&d because itβs attempting to be βrealisticβ to an extent, and when you try and throw something in real life and just failβ¦ you just fail to throw it. nothing else. but it goes to show that d&d isnβt inherently about the story, itβs about recreating how these people might realistically perform their heroic duties.
even if you donβt intend on playing it, i highly recommend reading through the gmβs advice in dungeon world as a d&d dm. as in the video, the notion of a story-over-combat narrative is what a lot of people first imagine d&d will be like, but the game itself doesnβt support this. good dms develop ways to circumvent this β and, often, they will be confused when reading dungeon world because a lot of its gm advice is just a rules-framework for what theyβve already been doing. this is why dungeon world is key. it puts a name and a system to what a lot of experienced dms share as βtips and tricksβ.
sorry for dumping an essay in the comments, and i hope this doesnβt come off as needless d&d hate, but this is just such a fascinating topic! again, excellent video!
Just found you! Good overview without delving off the main focus. Certainly interested in this game
When I first had a chance to play Dungeons and Dragons (Red Box, basic) I think it was more me seeing the box cover and instantly getting what they might be going for and wanting to do that too. That enthusiasm sort of bridged any gaps I needed to cross as far as learning the rules, and as I grew as a player I liked that a lot of things could happen outside of the rules entirely. Just talking through it. I understood combat to be different because it would basically be a battle of wills unless you surrendered some control to odds and dice rolls, and later things like skill checks seemed to take over, where a bunch of different things were governed by more stats and bonuses. The core thing I think is most appealing about RPGs is the flexibility and the reactivity.
I think your explanation of Dungeon World and its mechanical inspiration PbA is one of the better I've heard. I guess it's all based on 2d6 rolls? I've looked at rules in this subset of systems but I tend to balk because the lists of moves seem a bit daunting. The styles I've tended to prefer have been more improvisational, before there was a system for everything. Moves seem to be an answer to the latter development, but I wonder if I ever tried to run something specifically PbA inspired that I might be tempted to ditch moves entirely, and playbooks, and just have 7-9 / 10-12+ be the main thing you had to understand, and then build systems around whatever it was we were playing, maybe as we played. Perhaps over time I'd build up moves I'd intuitively understand. Maybe some PbA systems don't have an overwhelming amount of moves, though. Not sure where Dungeon World falls on that scale.