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by nealmueller
701 days ago
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The author says in the first paragraph that he used to play a lot of D&D (dndbeyond.com) and now prefers Dungeon World (dungeon-world.com; PDF is $6). Does anyone know why he might prefer the latter? As context, I play D&D weekly, love it, and am always interested in learning more. Dungeon World is designed to focus on creativity and shared storytelling with simpler mechanics to make the game more fluid. However, there's nothing simpler than having a clear D&D rule for something like fall damage, instead of having the party debate if a player survived the fall. Dungeon World doesn't have fall damage calculator and instead relies in the narrative, presumably from the pre-written story or DM. |
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If you're playing sessions with a lot of RP, DW will have a much better balance of rules:session-time, it's much easier to prep for, and given how rules-lite D&D really is outside combat, will probably have about the same amount of narrative input. Note that it's not necessarily the "group debating if the player survived", but typically the GM giving the player a choice when they fail to climb the wall, like "you fall and take a little damage, or you slip a little, cursing loudly and alerting the enemies at the top to you".
Done well, it gives the players a lot more agency, and much better buy-in for the story as they're now shaping it, instead of just being along for the ride. I would also say that pre-written narratives aren't really a thing for DW (at least, as far as I know!), so it's really down to what the DM sees as an appropriate penalty or choice, often phrased as "you succeed, but <thing>".
It's not really better or worse than D&D overall, I'd just say that it's much better suited for certain play-styles. If you enjoy tactical gameplay and using miniatures, then D&D (or maybe Pathfinder) are much better options. If the thought of yet another fight makes you want to gouge your eyes out, I'd recommend giving DW a try.