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Showing posts with label dungeon world. Show all posts
Showing posts with label dungeon world. Show all posts

Monday, September 22, 2014

Kickstarter - Broken World - A Post-Apocalypse Tabletop RPG


Let me see if I have the lineage correct: Apocalypse World, the game without failure, just complications, begat Dungeon World, and there was much rejoicing as the hordes of fantasy role players could now play a game without failure, just complications.

And so it was that Dungeon World begat an offspring, one that would climb the no longer so high gates of the land of Kickstarter, and the offspring it left unto the Worlds was a broken one. A Broken World to be exact.

This Broken World was to be a post-apoc RPG.

Say what?

Didn't this all start with Apocalypse World, which is by it's very name "an apocalypse world?" Did we come full circle so soon? No one wanted to do a Star World or Cthulhu World or even Land Before the World?

A retread of the game that started this line of gaming? Which has already hit over $9k against a $3k goal.

Shit. I need to quit my job and roll out some games written with the Apoc Engine. Maybe tack on some fate. FATE World. Ka-Ching!

Sunday, December 9, 2012

I Have Three Non-OSR Games Dueling For My Attention - There Can Be Only One!


I am solidly an OSR sort of guy. It's in my blood. It's what I caught my teeth on. Learning new game systems is sort of like learning a new language - I've found over the years I have my limits.

Savage Worlds is NOT one of the three games I'm currently looking at. It's a fine system and the Soloman Kane book could possibly tempt me at some point, but not now.

No, the three games in no particular order are Dungeon World, The World Between for Fictive Hack and the new/old Fate Core.

Dungeon World appelas to me because I know how well AW plays despite the poor presentation of the rules. Dungeon World overcomes that particular handicap. I do have an issue with the whole "training wheels, flag football, no one really gets hurt" aspect of the AW system. I need to look closer to see how DW adresses that aspect of the engine. (or just wait for a reader to point me in the right direction)

The World Between for Fictive Hack is just a fucking cool setting. Death and even crippling effects are in game system. I need to stop bouncing back and forth through the document so I can perhaps grasp the rules fully.

Then there is the granddaddy / baby of the group - Fate Core. I'm slowly making my way through the current iteration of the rules available via the Kickstarter and I like what I see. I "think" I'll be able to grasp the rules now. The Dresden Files were a beautiful yet painful read, and I feel the actual rules got lost in the presentation.

So yes, I'm looking for a system to run "in addition to" by usual OSR style of game.

I'm open to your thoughts / ideas / favs / hates / etc ;)

Tuesday, November 27, 2012

Thoughts - Dungeon World or What Apocalypse World Could Have Been



Most of you that have read my blog before already know of my opinion of Apocalypse World. One of the best rule sets of the modern era hidden behind purposefully obnoxiously confusing "Look at me! I'm Fucking Hip!" bullshit writing. AW is a gem of a ruleset hidden within a steaming pile of poo. I love the rules, I detest the rulebook. How much do I detest it? I literally threw it across the room in frustration and was extremely pissed off that I had wasted money on the shit. It's redeeming quality is that it plays so much better then it is written.

So, when I saw the Dungeon World Kickstarter over the summer, I was loath to spend money on it. My experience reading AW had soured me to any other variants. Shortly before it wrapped up, I put my 5 bucks down it full expectation of getting a similar pile of steaming shit. I figured I wouldn't regret 5 bucks, but I do. I wish I had put down 25 bucks so I could have gotten the soft cover. Yes, it is that good.

I had put off downloading the Kickstarter file (we're still waiting on the Kickstarter extras) as, truth be told, I was apprehensive of finding out what was on the other side. I had expectations and they weren't good, despite all the good ward I'd heard about Dungeon World. Remember, I'd heard the same about AW and how "beautifully it was written". Well, having finally downloaded the monster file (it's over 120 mb) I can finally say it kicked my expectations to the curb, and that is a good thing.

I'm actually groking the rules behind the system. Sure, they don't fully fit my OSR mindset, but for a good system, I can temporarily change my mindset ;)

I was reading it during lunch at work and I was actually drawn into the rules, which rarely happens to me. I'm enjoying the read through, although I have sidetracked slightly by reading A Beginner's Guide to Dungeon World (it's a free DL)

This isn't a review. The book is over 400 pages and I've barely scratched the surface. I'm drawn back to the rule book the moment I put it down, and I can't think of a more positive endorsement than that. Is it possible my opinion can change before the end? Sure, if Vince steps in and starts writing the same shit as he did in AW - thankfully it's only the AW rules they are building off of and not the writing style with Dungeon World ;)

Oh, did I mention the awesome cover?

Saturday, October 20, 2012

Mini Review - Take on Magic Items (Dungeon World / Generic)

I'm going to sum up my take on Apocalypse World, which I've stated many times in the past. It's the best playing poorly written set of game rules I've ever tried to read.

The system is aces, but it is presented with such obnoxious fake attitude, useless vileness and utterly confusing rules presentation that it really turned me off. Thank God there are other games out there to riff off the system and can leave the poor presentation behind (yes, I know some folks LOVE how AW is presented. I'm happy for you. I'd rate the rules a 9.5 and the presentation a 1, both on a scale of 1-10. I wouldn't line my birdcage with the the AW rulebook unless I was looking to improve the presentation).

Which brings us to Dungeon World, an RPG that riffs off of AW and Old School RPGs. I'm an actual supporter of the Dungeon World Kickstarter. Not what you would expect from someone that threw his AW book across the room in frustration when I first (and last) tried to read it. The folks behind DW know how to present rules. User friendly rules.

Heck, Dungeon World isn't even officially released yet and supplements are trickling out for it (thanks to it being released under a Creative Commons License). Today I'm looking at Take on Magic Items.

Take on Magic Items is a collection of magic goodies for use in a Dungeon World campaign. They are well written and nicely presented, and I remember enough from the few sessions of AW that I did play (under great GM who understood my frustration with the AW rules as written) to make sense of the mechanics with ease.

The strange thing is, as I was reading them, I was also instinctively translating them into OSR items in my head. They literally convert that easily. Some need no conversion at all. The following example is one of my favorites (as I have a player that would LOVE this item) and it requires no conversion whatsoever for D&D/ OSR, Savage Worlds, RQ/Legends, Rolemaster/HARP, etc:

Miser’s Amulet 
This simple silver amulet is of seemingly
shoddy craftsmanship, yet never requires
repairs. 
When you are wearing the Miser’s Amulet
and you give someone one or more coins, a
few minutes later one of those coins reappears
in a coin pouch on your person. 
When a coin reappears in your coin pouch,
the amulet grows cold and slowly warms
over the next few minutes. 
If you have a Miser’s amulet you probably
should have a coin pouch.

It's an awesome item that has the potential of bring forth endless roleplay possibilities. Great bit of atmosphere it conjures up too. There are 23 other items in Take on Magic Items of similar quality and atmosphere. Well done!

I'll be using them in my A&A game for now ;)


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