Grumping about DungeonWorld, 9/17/26

I have a problem. I grumble nearly every time I think about DungeonWorld. It’s gotten worse, and I’m at risk of full blown curmudgeon-itis.

I have to talk about D&D first. For better AND for worse, D&D remains most people’s touchstone for roleplaying games. DungeonWorld isn’t D&D, but obviously looks and sounds like it should be similar. Based on my recent conversations with newer explorers of the hobby, DungeonWorld is the not-D&D game that they are most likely to have tried. Those who aren’t exploring lots of different RPG systems will try out D&D, look at DungeonWorld… and then often go back to D&D. Whenever I hear that, I feel disappointed—not with them, but with how much better DW could have been.

Maybe my sample group is weird. That’s totally possible.

DungeonWorld (DW) is the Powered-by-the-Apocalypse (PbtA) game that I like the least. That has been true for a long while. This opinion pre-existed and is totally distinct from my thoughts about Adam Koebel (here’s some now-old news on that front). Maybe I’ll talk about that drama some other day, but probably not.

I’ve had fun playing DW. I’ve had fun running it. Heck, I ran it during its playtest and had a delight with my friends. Back then D&D’s 4th edition was still au courant, with its Daily, Encounter, and At-Will powers for every character class and its clearly MMO-inspired design. In retrospect I do like how D&D 4e worked as a tactical puzzle game, but DungeonWorld felt like a much-needed alternative. It was a game that felt D&D-ish and which didn’t assume everyone needed a tactical map to play their tabletop RPG.

I still really like the ways in which DungeonWorld encouraged the GM and players to all collaborate on the narrative and the setting. This wasn’t unique to DW: PbtA games regularly played around with more-collaborative systems. But DW had explicit mechanics by which players could contribute. That plus a great set of players led to The Underwatch, one of my favorite campaigns that I’ve run.

No, my problem with DungeonWorld is a personal gripe that I don’t expect others to share—and which I fervently want to convince you is correct:

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Pain, progress, & Truby, 5/14/26

Success! Since my post last week, I’ve prioritized prep work during my writing time. It’s been good. I haven’t had that much writing time, and I haven’t answered all my questions. I definitely shouldn’t jump back to the story yet. But I have identified several problems that were eating at my subconscious, and I may have resolved one of them.

Unfortunately, that resolution could be painful.

This prep work hasn’t felt satisfying in the same way as putting words on the page. Something about the work has even felt a little hollow. It’s like I’m merely whetting my appetite, and now feel even hungrier for “the real deal.” And yes, I agree, that’s unhelpful terminology for reinforcing my prep work habits.

It doesn’t help that I’m spending a lot of time and effort looking at the holes in my hopes and plans. Realizing that something’s going wrong, that I need to cut or make big changes, isn’t precisely inspiring. But every so often, I get little insights—yes, they sometimes hurt, but I’m excited to try implementing them, to see whether they solve even bigger problems that I’d only barely glimpsed on the horizon.

Let me give you an example.

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Eat your candy! Finding the fun in your games

Eat your candy. ASAP.

I don’t mean your literal candy.

Heck, I don’t eat much candy. When I do eat candy, I eat it in small amounts. Even ice cream, which I love, I eat sparingly.

But when it comes to RPGs I think everyone should eat their (figurative) candy right away, even if that means sharing your character’s “secrets.”

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Collaborative worldbuilding cont., deferred exercises 3/12/26

I’ve deferred my Love/Hate connection experiment for at least one more session. I could do this differently; I could use that experiment now to improve my players’ understanding of their own PCs, as well as bettering my understanding of their relationships with the rest of the setting. I deferred that experiment yesterday because I wanted to get a session of play under our belts, whet my players’ appetites, that sort of thing. That went well. I think it was a good choice.

Now I’m holding off because I suspect…

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Collaborative worldbuilding for a new game, 2/26/26

I started a new game this week.

Our prior GM is a freshly minted parent. He’s currently in the land of absolute sleep deprivation. Having been there not too long ago myself, I’ve offered to take over with a new game (at least for some of the time).

I’m taking the opportunity to experiment with new ways to build connections between PCs and the setting. I’ve written about at least one of those ideas before. I’m taking things a step further by starting the group even earlier in the world creation process.

We began with a collaborative setting creation session. We’ll be playing Worlds Without Number from Kevin Crawford, and I want to use WWN’s general setting concept… but I want the players to have a hand in how our particular slice of the world feels. I want them to influence what direction our Latter Earth takes.

Alongside that…

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Love/Hate: Priming your game with NPCs & Groups

In our own world, there are people we love and people we hate. Our feelings about others might be distant or dispassionate, or they might be personal and urgent. Sharing a love for the people of a neighborhood, a country, a sports team, or a gang is a quick and easy way to bond with someone else—as is sharing a hatred.

As storytellers, we can use this.

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Goofs vs Feels: The Emotional Tenor Of Your Game

You’ve all made your PCs. You’re all ready to dig into a big game. This time, you think, the game will be serious and deep, full of emotional complexity and resonance. And then someone makes a bunch of fart sounds, Boblin the Goblin is the only recurring non-player character and he’s obviously a joke, and your biggest emotional payoff is a PC’s binge-drinking celebration of their big gambling win.

You want a serious game full of big feels. You get a goofy game full of jokes and idiocy. The heartfelt depth and emotional bleed you came here for are nowhere in sight. Why? And how can you change that?

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How to make deep NPCs

Are you tempted to make every NPC in your game a deep and complex character?

Don’t.

I love creating and playing NPCs in my games, and it comes easily to me. Part of this is because I’ve done improv theater—lots of improv theater. But mostly it’s because I use a few basic guidelines when I’m coming up with NPCs.

Since I apparently haven’t written anything about making or running NPCs since that article about naming them from over a decade ago, I figure this post is overdue.

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Spectaculars, lightweight superhero fun

Spectaculars is a superhero RPG with a simple roll-under percentile die system. There are no cumbersome lists of modifiers, and the math required at the table should be accessible to precocious eight or nine year-olds. The game is clearly a love-letter to superhero comics, right down to players’ ability to invent backstory and create connections at the drop of a hat by spending “Continuity Tokens” to make up past issues with a relevant story detail. The game could also easily mimic the feel of superhero cartoons like Batman: The Animated Series, or any other episodic story where inventing background is expected or would be useful. Whatever your inspirations are, Spectaculars shines brightest when you’re playing episodic adventures in the context of a larger narrative arc. This is especially true if you’re more excited about your game’s larger story than you are about the gritty details of how a specific power works, or quantifying whose ”Mega Power Blast” is bigger.

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No more bland-aids: make your Clerics interesting

Hot take: clerics in D&D 5e feel like the blandest superheroes. Without a clear relationship with a greater power or a faith, it’s easy for them to float in the narrative void like a cornucopia of bandaids. The solution lies in placing more expectations on them, constraining them, and giving them a deeper connection with the story’s world and whatever they serve.

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