Dungeon World


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Has anyone played Dungeon World? What's the verdict? The longer I play these games, the more I appreciate simple rules and systems. This one looks pretty narrative.
Currently playing in a Dungeon World game that’s using Unlimited Dungeons as an extension and having a blast. It runs very quickly, my character’s abilities feel unique, distinct and useful, and it’s still challenging. It’s a really well done system.
 

It's functional, but it's trying to make a narrative game out of old school dungeon crawling, which I feel like is an odd choice. Fellowship is a better game for using the PbtA system to tell a heroic fantasy story.
I've read Fellowship, not played it, so grain of salt time. It's definitely more for people who are trying to tell heroic fantasy stories that involve going on a major quest that includes a journey but that places less importance on physical combat, such as LotR. It's not for dungeon-crawling fantasy where combat is the norm.
 

Dungeon World is not great as a PbtA game, but it still works.

I keep meaning to check out Chasing Adventure, which is an attempt to make a more PbtA Dungeon World, but haven't gotten around to it.
 
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I'm told World of Dungeons evolves Dungeon World into a more successful form.
It's just a 1.5-page barest-bones leaflet, there's not much to it (and no-one would even remember it exists, if not for it being from John Harper). It does my pet peeve, 'on a 7-9 there's a complication of some sort, ask your GM what, we're not here to support the GM lol' as a core part of the resolution system, when the whole point of PbtA games (IMO) is to structure suggestions for that into the moves.
 

I ran Dungeon World a few years back for my old D&D group. I would say, success was moderate. In general, it's a neat game and I do like it for being a very condensed form of old-school D&D (with a different rule engine) - in particular the playbooks are really neat and rolling just 2d6+stat has a certain appeal to me.
However, the downside is that people really need to be onboard with things escalating by design and moves being less about the competence of your character and more about driving said escalation. I also think that the design of some of the moves is not really great (especially something like Defy Danger is easily triggered too often when you don't have a lot of experience with the game or PbtA games in general). Still it was a good experience and I can recommend giving it a try.
Side notes:
1) I ran the German version which already includes some of the advice from the Dungeon World Guide, a free supplement that provides some useful advice on how to run the game. If you pick up the English rules, I recommend having a look at the DWG, too.
2) There is a supplement called Perilous Wilds, which is useful if you want to build up an adventuring location. I'd say it's even useful beyond Dungeon World.
 

My overall experience in a limited run (6 sessions) with Dungeon World was positive, but I later discovered Ironsworn, and Ironsworn was everything I had hoped Dungeon World to be and more.

Ironsworn plus the Delve supplement is all I would ever need for awesome narrative fantasy gaming. If you want more "high magic" options, check out the Arcanum fan made supplement for Ironsworn on Drivethrurpg.
 

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