Dungeon World, Actual Play and Q&A Jul 24, 2017 10:46:55 GMT -5
Post by gaptooth on Jul 24, 2017 10:46:55 GMT -5
After moving, I had about a year-long gaming drought when we were overwhelmed with basic adult responsibilities, and none of my plans for one-off game nights worked out. Finally, I decided to just set up an open table game at the local game shop and see who came. The system I picked was Dungeon World because I thought the game's name recognition would generate interest and bring in the curious. Also, Dungeon World can be run with very little prep, which is a major asset given the limits on my schedule.
After just two sessions at the game store, there was a critical mass of players who were hooked. We've been playing just about every fortnight since, and we just had Session 16 a week ago Saturday.
It continues to be an antic-driven fun time for my crew, and I've learned a lot about how the game ticks. That's what I wanted to talk about here, if anyone is interested. I first tried Dungeon World while waiting for the Deluxe T&T Kickstarter, and I was under a lot of misinformation and misconceptions. At the time, I found misleading understandings of Dungeon World among both fans of the game and its detractors, and I still pick up the same misconceptions now and then when Dungeon World comes up in online discussions.
Anyway, here's the play report of our last session: The Flameghoul Reloaded. This report focuses on the fiction, and I was planning to follow up with a post analyzing how the game's procedures and player choices generated the events in play. The way we run it, it's not that different than an old-school game like T&T or Swords & Wizardry. There are key differences, but they aren't precisely what many critics and enthusiasts hammer on.
I would love to hear any questions or comments you may have about the play report or Dungeon World in general. If you're curious about what I was thinking during any given event in the fiction, or how we arrived at any particular outcome, do let me know!