Saturday, June 11, 2022

Mail Room: Dungeon World

Speaking of 2d6 games, this came today. Dungeon World (DW) is one of the earlier rules-light RPGs and it still is a great system. It is a game more focused on 2d6 and narrative play, but it keeps around some of the traditional tropes of the genre, such as polyhedral dice, classes, and a grittier system where death is easy. I like the rethinking of how the game is played, but I also feel a lot of newer games went much further in that direction, such as the excellent Index Card RPG (ICRPG).

It is hard to not compare this to Index Card RPG, and there is the entire notion of "base damage" in DW, and that is taken in many new and interesting directions in ICRPG for all sorts of things with effort. ICRPG also tosses out a lot of the typical tropes, and presents challenges as pass-fail or challenges with hearts of effort. There are parts of DW that feel a little less refined, such as fighting multiple opponents and a few of the combat rules, which require you to memorize how things are handled. In ICRPG there is this great 1-to-1 system of effort to hearts, one d20 target number, and you don't need too many special rules to explain.

DW is more narrative, and shows some of its FATE inspiration. ICRPG is more play and dice oriented, and feels closer in spirit to Savage Worlds. Both are great systems, very moldable and adaptable, and work well for fast and light play.

More soon.

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