Saturday, January 25, 2014
This song/video pretty much captures the hopes for taking the current Dragonquest Campaign and turning it into a Dungeon World Campaign. While I am not fan of games that force someone into taking a class, I am not completely opposed to it. I am looking forward to seeing how the first couple of sessions play. We are hoping for less then 60 pounds of paper.
Thursday, January 9, 2014
(The fighter getting crushed by the d20 is pretty awesome.) Now it is just a question of if and when I actually get to play the game. Will it be like so many other RPG's that I have purchased, read, and shelved? We hope not, but if and when must happen before less rolling will occur.
Tuesday, January 7, 2014
The main thrust of the game seems to be the narrative or fiction. The game tries to run combat as fluidly as the rest of the game occurs. There is much more role-playing then roll-playing. I don't have anything against "roll-playing", there is a lot of fun and even comfort in the rolling of dice as part of the game. DW does not eliminate that dimension, but it certainly takes it away from the forefront of action. The real action is in the questions that are presented and how the characters chose to respond to them. I think the ideal is that every question deals with real consequences, great or small. Actions should generate more questions, more narrative and then another roll. Tactical placement and turns seems rather moot as along as all the players and GM are fine with the flow of the combat narrative. Of course I think that is the case in every RPG, however DW wants the story to precede the dice rolling and have the rolling of the dice as part of the response. The game embraces partial success as the means for greater story embellishment.
There is no critical hit chart, I am guessing that they prefer the GM to make up the injuries as needed, but I prefer the randomness of the charts. I may have to add a grievous injury chart of some sort in homage of one of my favorite things in Dragonquest. Of course Dungeon Crawl Classic has some great charts based on the players level. I may have to adapt something from there. Perhaps I will work on developing a Fatality chart, something to embellish the death of an opponent. Oftentimes it seems that one just beats down a foe and if no critical or grievous is scored that is the end of the combat. I am not necessarily looking for something gory to add as much as something that makes the end of a foe more dramatic but less scripted. The chart is not something for fighting the goblin masses but rather named adversaries of the adventurers. I do enjoy the randomness of charts!
Sunday, January 5, 2014
- No combat pulses/turns/rounds like in every other RPG I have played
- Thus - no rolling for initiative
- No need for a map and character placement for combat
- Combat is seen as a continuation of the narrative that would normally precede or follow it.
- Experience point for failure - Mind you I am still trudging through the rules, but thus far the game seems to be geared to EXP based on the advancement of the story, fondly called the "fiction" by the creators of Dungeon World.
- Your beginning characters are somewhat accomplished and not the hapless twits and vulnerable noobs that I have seen for the past 30 years. Unlike Dungeon Crawl Classic which is also on my list to try in 2014, Dungeon World does not seem to view the world as a meat-grinder for beginning characters.
All of this is very different from my 32 years of playing Dragonquest and other games that resemble small tactical battles when the combat unfolded. That combat could become more fluid is appealing, I have tired to telling new players that they are so limited in their moves. Dungeon World seems to promote: "Go for it buddy, but beware the consequences!"
I am a fan of the "sheet" setting the boundaries for one's character, but Dungeon World seems to refer to the "sheet o'stats" only for crucial rolls, ones that move along the events of the story. Dragonquest is my first and strongest gaming love, but certainly not my only game. It's been a while since I tried a new fantasy game, Dungeon World looks more promising than when I first bought the game a year and a half ago.
Saturday, January 4, 2014
As I look at various games to play in 2014, right now I think I like the feel of Dungeon World. I probably have too much residual bias against various renditions of D & D to really want to play one when I could just as well play Dragonquest in an untampered form. Right now I am reading through the rules to get a feel for the game. It looks promising.
Wednesday, January 1, 2014
My work on the Blood Moon campaign and setting has often felt like this. Somehow I got trapped in this mess of pipes as I tried to add and clarify more things in the game and setting. That does not mean that I have any intention of giving it up, just that it is taking more time and effort to work out the details then life affords. The real enemy to my playing has been lack of time, while I tend to be a bare-bones type of planner and like to go with the flow created through the interactions with the players, planning for this "Frankensteined" setting has taken a little more time.
Here's to hoping that 2014 affords more time and greater exploration of a hobby I truly enjoy. I think one of my goals for this year will be play/run a non-Dragonquest setting game. Right now Dungeon World is looking appealing to play with a group. I may also take another look at The Mutant Epoch. I think a post-apocalyptic setting could be a lot of fun to play again. It's been a while since I played Gamma World back in the 1980's.
I hope during this New Year to emerge from my cave and actually make more use of this blog to share thoughts, experiences and stories on the things I enjoy in life: gaming, music, books and movies. Occasionally I will mention what I love, my God, my family and my friends. Blessed New Year to all those in the OSR community, RPG community and any others who have reason to frequent this blog.
Of Ireland and the Irish
- ▼ January (9)