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[Y786.Ebook] Ebook Dungeon World, by Sage LaTorra, Adam Koebel

Ebook Dungeon World, by Sage LaTorra, Adam Koebel

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Dungeon World, by Sage LaTorra, Adam Koebel

Dungeon World, by Sage LaTorra, Adam Koebel



Dungeon World, by Sage LaTorra, Adam Koebel

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Dungeon World, by Sage LaTorra, Adam Koebel

Golden Geek RPG of the Year 2012! Combining high-action dungeon crawling with cutting-edge rules, Dungeon World is a roleplaying game of fantasy adventure. You and your friends will explore a land of magic and danger in the roles of adventurers searching for fame, gold, and glory. Dungeon World's rules are easy to learn and always drive the action forward in unexpected ways. A missed roll is never a dead end-failure introduces new complexities and complications. Life as an adventurer is hard and dangerous but it's never boring! Designed to be ready for you to hack, remix, and build new content, Dungeon World includes systems for changing everything to suit your group including creating new races, classes, and monsters. To play, you'll need this rulebook, 3-5 players, some polyhedral dice, and 2-4 hours. Explore fantasy adventure roleplaying in a whole new way with Dungeon World!

  • Sales Rank: #69434 in Books
  • Brand: RNDM Games
  • Published on: 2013-03-01
  • Dimensions: 9.00" h x 1.00" w x 6.00" l, 1.26 pounds
  • Binding: Paperback
Features
  • Complete roleplaying game
  • Classic classes like Fighter, Thief, and Wizard
  • Cutting-edge rules

Most helpful customer reviews

66 of 66 people found the following review helpful.
An outstanding new take on the classic dungeon crawl
By William M. Wilson
I sadly missed out on the ground floor for Dungeon World, but have been running a game from the PDFs for several weeks now. I'm thrilled to be getting a hard copy, finally!

Dungeon World is a rules-light, narrative RPG that's more or less a love letter to the classic oldschool dungeon crawls of the late 70's and early 80's. If you started playing D&D as a kid, it runs more or less exactly like how you imagined a fantasy game of exploration and adventure *should* run.

If you've run or played Dungeons & Dragons (of any edition) there will be a lot here that's familiar ... and a lot here that just seems weird or doesn't make sense. For example, the Dungeon Master never rolls any dice. And there's no system for initiative once combat starts. And all the rules are broken down into things called "Moves," whatever those are.

But on the other side of the coin, you have classic Paladins, Thieves, Clerics, Fighters, Wizards, and the rest, all with rules to make them act exactly like you hoped your characters always *would* act back when you learned to play D&D. Character creation is easy. The rules are mostly written on your sheet. Everything on the player side just plain makes sense. On the DM's side, once you start to understand how Dungeon World works and what your "Moves" are for, it runs like a dream. My prep time after the first session has been almost zero, which is both unsettling and liberating. But every single session has delivered the fun in spades.

The core of Dungeon World is the narrative flow. The story. There aren't rules for positioning, flanking, oversized weapons, or any of that. You're sitting at a table with your friends, collaborating and making a cohesive narrative with rules and dice. When a dragon breathes fire on you, sure it does damage. But it also *lights things on fire*. There's no rules for this; it acts more or less like how fire should act. If you attack a goblin's sword arm, it could very well drop its weapon or have to switch hands because you just hit it in the arm with a sharp weapon. It's all based on what the DM and the rest of the group think is appropriate or sensible. The game starts and ends with the narrative, not the rules.

Finally, if you need help with the game, there are several vibrant and helpful communities out there, including guides to help those of us who have been running games for 30 years adapt to Dungeon World's paradigm. It's a remarkable achievement, and the authors should be proud.

I think that running DW for several weeks has helped make me a better DM overall. And when we go back to D&D soon, I'll be able to take the lessons I learned from this game and use them in my "normal" campaigns. This will stay on my shelf as an interlude; I can't wait to run it more, and my players can't wait to play more. I'm incredibly glad I took the plunge.

Added 3/26/13: Some quick notes if you pick this up and get a bit confused...
(1) The DM does not roll dice for his "moves." The players' own rolls contribute to finding out what happens. You can roll your own damage, but I prefer to have my players roll for the damage they take. Monsters never roll for "Hack & Slash" or anything like that.
(2) There is no initiative. Action in combat is an extension of the rest of the game - a conversation of sorts, with the GM moderating. The DM "throws" the narrative from player to player as appropriate. This is also how the DM can make fights harder or easier.
(3) Put the narrative first. Make it matter. But as a DM, look through your own Moves for inspiration. Use "soft moves" to move the story along and use "hard moves" for consequences.
(4) The stuff about Fronts? It's confusing at first, but it'll enhance every game you run from here on out. It's a great way of thinking about long-term campaigns.

I might add more as I think of them.

50 of 58 people found the following review helpful.
Many exciting fresh ideas, but not all shine
By John Garrison
I'm a little torn on Dungeon World. It is an excellent game with many clever ideas, however it often changes too much and in the end feels a bit too "light" for my tastes.

The dynamic, key feature of the game is really amazing, and leads to some great combats with much less frustration over rules minutiae bogging things down. The succeed/partial success/failure mechanic is subtle yet very powerful, and quite elegant. There are various ways your character's alignment actually comes into play mechanically, and having character back-stories and the heroes' relationships work into the experience reward system is clever and useful.

There really are many fresh, neat ideas in here, and most of them work very smoothly. I can see myself picking and choosing from them to include in my other games. One limitation is that the GM and players may find it difficult to be creative all the time; the juice of the game is keeping an exciting (or at least interesting) narrative going, and the group may get tired a bit quicker than usual. For example, if your average RPG session runs 4 hours, expect to want to break after 3 (or even less).

Despite its great ideas, there are a few things that fall flat for me. One issue is that everything has the same difficulty. The core mechanic involves rolling 2d6 and adding an applicable ability modifier; a result of 10 or more is success. This means that there are relatively few ways you can change the difficulty.

For example, no matter how tough the monster, you will always hit them with a 10. Instead of adding to the difficulty to be hit, armor acts as damage reduction. This certainly makes sense, and is a valid alternative, but doing things this way takes away a certain crunchiness to combat which I feel is important to the feel of the game. If you want to make a task harder, the only way to do so is to make the consequences of failure more dire. More damage, a bigger change in an NPCs attitude, less treasure, and so on. The result is that bigger enemies and more tricky or dangerous situations are not harder per se. Instead, there is just more on the line if you fail.

Again, this a valid way of working out a game's mechanics, and a fairly logical way. However the end result leaves you feeling that your character does not improve. They just go up against more unforgiving obstacles.

While some people have praised the simplified layout and tone of the book, it seems overly oriented towards those who have never played an RPG before. That's all well and good, but honestly if that was their target audience they could have streamlined the book a lot more.

If you're familiar with fantasy RPGs you will find some very clever and useful ideas to borrow for your next game. You will probably even enjoy playing a full Dungeon World game for a while. Most of the book won't be that new to you though. (The usual character classes, spells, and monsters are all old hat at this point.) If you're fairly new to RPGs, this may be just the thing you need to get in strong and get excited without being overwhelmed. But at over 400 pages, it probably could have been just a little more efficient.

9 of 10 people found the following review helpful.
Great, easy to learn pen and paper game
By Jay
Great, easy to learn pen and paper game, perfect for someone just getting into the world of tabletop gaming. The instruction manual was straightforward, and a great read. I could barely put the book down the first time I went through it! Without any prior gaming experience, I was able to run a campaign with 5 friends in a week or so. Dungeon World seems to be built upon making the rules seem to be secondary to the fun, storytelling side of the game. If we made a mistake during the game, we wove it into the story and did not let it disrupt the adventure.

Pros:
-Amazingly fun game
-Easy to learn and execute, even within a short time frame.
-Endless worlds to explore and create

Cons:
-The book has a decent amount of Examples illustrating specific mechanisms, but a longer, more complete example might be nice.

Please, if you are thinking about playing a pen and paper RPG but are intimidated by the rules of D&D and Pathfinder, I strongly urge you to pick this up. I am so glad I did.

See all 67 customer reviews...

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