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Most people who prefer DW would say that D&D sometimes has clear rules for something, but often has no rules, boring rules, or rules that aren't necessarily "fun". Combat, while tactical, tends to be slow and can frequently consume a lot of time in a session, plus the majority of rules and character powers are focused on combat. 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. |
The original Apocalypse World book has some really great ideas on how to run a campaign, as well - very worth reading for anyone who runs ttrpgs.