![]() Plus the character herself (and her favourite weapon) takes on a life of her own. For instance, the Fighter in DW starts play with a "signature weapon." Technically this is just an item with a couple of numerical bonuses, but the DM should be asking lots of questions - What does it look like? When was it made? Does it have a name? How did the player come to possess it? Who was its previous owner? Does it have any secret powers or curses that the character is aware of? Does anyone else know (or suspect) what it can do and seek to obtain it? Suddenly, the GM now has a ton of information to work with - information to craft enemies, adventures and non-player characters the heroes can encounter in their travel. In Dungeon World, this could be a perfectly acceptable character.Ī big part of the DM's job during character creation in Dungeon World is encouraging the players to use their stats to come up with more and more details about their characters. ![]() The Dungeon Master is there to nudge them along and get the story flowing and the players get to decide exactly what kind of game they want to play. Instead of the DM building the world like a director and leading the players through it like puppets actors, in DW the players really build it themselves as they go. Personally I find the biggest difference between Dungeon World and D&D is that it takes a lot of the agency away from the Dungeon Master and gives it to the players, which is a very good thing. It uses simple, open-ended mechanics that leave a lot to interpretation and imagination, and encourages the players to fill in the gaps in between. It is of course based on another game, Apocalypse World, which is a similar set of rules used in a post-apocalyptic setting. Guess what? Turns out they're both exactly the same game.įor those not familiar, Dungeon World is a "de-crunched" version of Dungeons & Dragons where the rules have been dialed back to allow more room for storytelling. On Sunday morning, I played "Secret Lab" with my 4-year old son, which is basically sitting in a blanket fort making up "secrets," which usually end up being variations of "I stole treasure from the chocolate factory and hid it in the back yard." (We'll ignore for a moment that one of the players brought a Super-Flu into the house that knocked out my entire family for 2 weeks, which is why it took me so long to write this). On Saturday night I played what is rapidly-becoming one of my new favourite games, Dungeon World. ![]() I had a funny experience a couple weekends ago.
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