December 22, 2012
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On my last post in the series of Trying a New Game (Selling the System), Undreren talked about Dungeon World being hard to pitch. I think a lot of the pain in pitching the system itself (since the game frame is the same as D&D’s) has one basic opposition: habit.
In Dungeon World, unlike many systems out there, the actions taken are defined by how the player describes them, by their actions and intent, this is not mechanical. Meanwhile my players and many others out there are used to framing their thoughts and actions in a game through the system mechanics.
Completely different filters are in effect, by wanting to play and run DW I also want them to think on the character’s toes, to make them act how they want them to, and not make a choice in the character sheet or on the basic moves sheet, but after so many years of playing D&D, Storyteller and GURPS, there is little chance that will happen spontaneously.
How I plan to make it work then?
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