The game has to be about the story if the hobby as a whole is going to flourish. This means that the ultra-optimizing, breaking the game with its own rules because they are there, intentionally ignoring the spirit of the rules to mangle the game into something it isn’t, has to stop.
This is a full game of D&D, including 4 races, 4 classes (going all the way from levels 1-20) and everything you need to run them including equipment and spells. There’s also the rules of how the game runs. The only thing it’s really missing to be fully playable are any monsters.
It is no secret that Dungeon World was created as an homage to the earliest versions of D&D. From the six standard ability scores that range from 3-18, to the races and classes of the grand old game, Dungeon World makes no pretense at being anything but a hack of D&D.
I see this a lot among game designers of all kinds, both new and experienced: “I really want to use [game mechanism X] but I worry it’ll be too much like [popular game].” I am here to set you free and tell you not to worry about that.
What if a character granted the curse of the Lich King could no longer die? And what if a monster had powers that triggered on the players’ rolls or special attacks?
“Dungeons & Dragons”, the new edition, has a release date, just in time for Gen Con, as well as product covers and a few surprises.
In a game where everyone uses magic, magic becomes the cornerstone of design. This is one of the big areas that makes Mage: the Ascension different from Sorcerer from a Harry Potter RPG.
It’s quite possible that, when we look at the small things that form together to build a happy life, D&D can be high on the list. This might surprise us. Yet if we think about it, the fact that we get so much joy playing D&D might not be all that surprising at all.
Last month, I wrote about how you might design and run deathtrap dungeons using the Dungeon World roleplaying game. To aid GMs further, I’ve created several custom moves based on some of the most iconic and infamous traps lurking in the Tomb of Horrors. Use them as they appear in your own adventures, or modify them to create custom moves for traps of your own devising.
I’ve written before about my love of Mage: the Ascension. I even went and hacked another game system to play it in a way I really enjoyed, and have run it that way multiple times now. I’m not the only one who wanted to bring Mage back with a modern system. Ryan Macklin also wrote up the hack he was playing with. Now we’re joining forces on it.