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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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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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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Game system flavor & optional rules

This is pulled from a conversation I had recently about optional rules.

Rules combine to make systems, and systems create flavor by shaping the permissible and supported space of a game. Any skillful or willful group of players (the storyteller is a player too) can play outside the rules of the game system they’re using—that’s normal!—but that play isn’t supported by the system, and it isn’t part of the flavor the system creates.

Optional rules are opportunities…

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Good deaths at LARP camp

I’ve been busy teaching children to die well with make-believe swords. More importantly, I’ve been busy showing them that “winning” a sword fight doesn’t make you the most interesting or coolest character in the scene. Relatedly, I died a lot.

Near the end of our adventure game, shortly after I had led the campers in an oath to continue my mission (defending the land from dragons), I died to the big bad. It was a scripted death. It was also, if I may toot my own horn, a good one. I was lucky enough to have not one but several people come and pay their respects afterwards. I think a few of our campers have realized that they can have a good time and make good scenes with each other, improvising a good scene rather than struggling to win.

I’ll be very pleased if that sticks.

Game Analysis: Dragon Warrior Monsters

Zeeblee

Pokemon X/Y comes out tomorrow.  So today I am going to talk about my favorite monster collecting game.  No, it’s not Pokemon.  In fact, my favorite game in the “collect, raise, and battle” genre is a spinoff of the well-known series Dragon Warrior/Dragon Quest.  The game is Dragon Warrior Monsters (DWM), and while I have not played it through as many times as I have the original Pokemon, I have loved it a great deal more, and spent more energy on it.  It is rare for me to actually write stuff down in a notebook for a game, but for DWM I found myself recording my findings in a notebook for future use.  This is due to its unique take on how you collect and battle your little monster minions, even if you raise them just like most other RPGs (yay grinding!)

The story for the first game (yes!  There are more than one!) begins with your sister getting kidnapped by a strange monster.  Immediately after another monster shows up and offers to help you get your sister back.  He takes you to another world and introduces you to a king.  Apparently there is a tournament soon, and the prize for winning is a wish.  Before you can participate you must train up and qualify, and so begins your journey (which includes other stories as well).  I am honestly terrible at plot-synopses because I don’t like to give anything at all away (I believe part of the joy of a story is going into it completely blind).  So as per usual I am going to focus my reviews on mechanics.

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Fleshing out the Details

So now that we have a setting, let’s add in some details! One thing that can derail a campaign most are details. Why? Well, because details are at once meaningful and arbitrary. That is, details have to be consistent with your universe, and they shouldn’t establish any themes which your  universe/story isn’t tackling, but they also aren’t always important. I once had to name a tavern at random. So I decided on a color and an animal/cooking object. After all, Black Bull, and the White Swan, or the Red Ladle, are all perfectly good tavern names. And this is how I ended up with the Red Bull Tavern, something Henry was so nice as to tease me about it here, and I’ll probably never hear the end of how I named the Mayor ‘Hamer’, which was intended to be pronounced “ha-Mare”, but ended up being called “Mayor ha-Mayor”. So it is important to make sure to make sure that your random details are unobstructive. But how do you craft important details that are meaningful?

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