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Cameron Suey
United States San Francisco California
I paid imaginary currency for you to read this. Let's both appreciate this moment....
Apparently, I need to like more games that start with E.
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Tiraan "Tick" Elsus
Elven Wizard Combat -1 Fortitude -2 Reflexes +1 Willpower +3 Hit Points 6 Sanity Points 4
Equipment: Rusty Longsword (+0), well-worn Tunic, some old Leather Boots and 2 gold pieces.
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Steven Robert
United States Altadena California
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I'll approach this as a D&D player looking to learn more.
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The Harnish
Germany Duisburg NRW
Cult of The Harnish Leader
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Positives: I love the concept of the game and have had a lot of fun running it as one-shots. At its heart, the game has awesome potential and it's the way I want to play "old school" D&D nowadays. For $5 for the PDF you cannot go wrong.
Negatives: I think the translation of the Apocalypse World mechanics (conflict/scene resolution) used in Dungeon World (task resolution) are flawed and do not work nearly as well, as written. The game also falls flat in terms of character advancement because of the nature of how the highlighted stats are used in DW (again vs. AW) and its attempt to stay faithful to old-school D&D's leveling system.
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Steven Robert
United States Altadena California
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To be honest, I'm not sure I love this game. But it sure does make me think about how "indie" design principles can improve the venerable "kill things and take their stuff" game. It's a thought-provoking read packed into an impressively compact rule set. The very fact that I'm not sure what to make of it says a lot about just how innovative and interesting it is.
(To be fair, I've never read Apocalypse World; if you have, this one likely won't blow your mind as it did mine.)
Other contenders: the Tome of Adventure Design and Microscope.
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Rishi A.
United States Alexandria Virginia
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Steven Robert
United States Altadena California
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The current indie darling meets D&D - how could I resist? I didn't exactly get what I expected, but it was still a fascinating read.
Metagame structure can enhance the in-game narrative.
To me, the most striking departure from other games I know was the concept of "GM moves," which codify how the GM forces the narrative along. At first I found these sort of overbearing - they are in some ways obvious (introduce a twist) and in some ways very restrictive (because the GM can't act at will). But then I realized that this codification allows the players more freedom of action and hence more input into the direction of the story: the GM is indeed restricted from setting too much in motion behind the scenes, so that the players' story is central. I'm still not entirely sure I like that approach, but it is at the very least an important prism through which one should approach even traditional GMing, if you want the players to maximize their agency.
(I really first encountered this idea with the Player/GM turns in Mouse Guard, but DW takes it to a new level for me.)
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Steven Robert
United States Altadena California
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Finished!
Why do I do this to myself??? Probably because this one is much more appealing than Apocalypse World.
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Brian Cooksey
United States Nashville Tennessee
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My wife informs me it has arrived. In Nashville.
I am in Atlanta.
Oh, well. I'll get to see it tomorrow night.
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