Dungeon World is a tabletop roleplaying game (TTRPG) that emphasizes narrative-driven gameplay and collaborative worldbuilding within a high-fantasy setting. It utilizes the Powered by the Apocalypse (PbtA) engine, focusing on player agency and cinematic action over strict rules adherence. While lauded for its accessibility and focus on storytelling, some critiques include its perceived limitations in character customization and static difficulty.
Dungeon World is set in a classic high-fantasy world filled with magic, gods, demons, and the eternal struggle between good and evil. The game encourages collaborative worldbuilding, where the Game Master (GM) draws maps and leaves blank spaces for the players to fill in during gameplay. This approach allows the setting to evolve organically based on the players' actions and choices. Brave heroes venture into dangerous corners of the land in search of gold and glory. The game captures the essence of classic fantasy adventures, such as exploring goblin holes and braving dragon lairs.
Dungeon World uses the Powered by the Apocalypse (PbtA) engine. The core mechanic revolves around rolling 2d6 and adding an appropriate ability modifier. A result of 10+ indicates a full success, 7-9 a partial success with complications, and 6 or less a failure, often with additional consequences introduced by the GM. These outcomes always drive the action forward in unexpected ways.
Actions in Dungeon World are called "moves." The game utilizes six ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Players choose from character classes such as Bard, Cleric, Fighter, Immolator, Paladin, Ranger, Thief, or Wizard, each with unique moves and abilities. To facilitate quick setup and represent character relationships, each class lists bonds that show how the characters see each other before the game starts, filling in the name of another player character in the blank space of each bond.
The game prioritizes narrative over strict rules. There are no distances given for anything, for starters, but combat also doesnât take place in strict turns. Rather, players can describe what their character does and can jump in when something happens. This allows for a more cinematic and engaging combat experience, where players can seamlessly transition between combat and non-combat elements.
Dungeon World distinguishes itself through its emphasis on narrative collaboration and player agency. Its Powered by the Apocalypse engine promotes dynamic storytelling, where the GM and players work together to create the world and drive the plot forward. The "play to find out what happens" philosophy encourages improvisation and unexpected outcomes.
Unlike more traditional systems like D&D, Dungeon World minimizes preparation for the GM and encourages theater-of-the-mind combat. The game mechanics are designed to stay out of the way, allowing players to focus on describing their character's actions and interacting with the world. The partial success mechanic ensures that even when players fail a roll, the story continues to move forward in an interesting way.
Dungeon World also awards XP any time someone fails a roll, which provides a benefit even when one ends up rolling horribly during a session. Another unique feature is that characters select bonds during character creation, basically short narrative hooks that connect them to the other characters. At the end of each session, the GM checks with the characters to see if any bonds have been resolved. Resolving a bond results in the character(s) gaining XP.
Dungeon World is aimed at players who enjoy narrative-focused gameplay, collaborative storytelling, and a rules-light approach to tabletop roleplaying. It's often recommended for beginners due to its accessibility and emphasis on creativity over complex mechanics.
The player experience is characterized by a sense of agency and ownership over the story. Players are encouraged to contribute to the worldbuilding process and make choices that have a significant impact on the plot. The GM acts as a facilitator, guiding the story and introducing challenges, while the players drive the narrative forward.
However, some players may find Dungeon World's lack of character customization and static difficulty limiting. The game's reliance on player improvisation may also be challenging for those who prefer a more structured and tactical combat experience. One criticism found on Reddit points to the restriction of races to certain classes, the dictation of character looks, and the lack of alignment flexibility. Also, the static difficulty is a problem because a roll of 6 or less is always a failure, 7-9 is always a partial success, and 10+ is always a full success. There is no way for a GM to adjust those ranges for more difficult tasks.
Dungeon World is a fantasy RPG that is highly recommended by most users for its unique approach to gameplay. It is praised for its organic world-building tools, rules-light story-forward system, and its emphasis on narrative and storytelling. The game is considered a great introduction for new players to tabletop RPGs due to its simplicity and balance. However, some users found the book hard to read and felt that it lacked information for the Dungeon Master. It was suggested that the free FAQ and the book "Prepless GM" should be read in conjunction with Dungeon World. Some users also felt that the game's systems were not to their liking, and one user felt that the game might not be suitable for groups that are more reactive than proactive. Despite these criticisms, many users found the game to be a source of entertaining campaigns and a tool for sparking imagination.
Compare Dungeon World with other great ttrpg games.
Apocalypse World and Dungeon World share the core mechanics of the Powered by the Apocalypse (PbtA) framework, focusing on narrative-driven play and collaborative storytelling, but they differ significantly in their themes and play styles: while Apocalypse World immerses players in a gritty, post-apocalyptic setting emphasizing survival and harsh consequences, Dungeon World embraces a more traditional fantasy adventure tone with a focus on exploration and combat. For example, in Apocalypse World, the player characters must navigate the dangers of a ravaged world where every choice can lead to dire outcomes, whereas in Dungeon World, players often engage in structured quests and dungeon exploration with the potential for heroic triumph.
Monster of the Week and Dungeon World both utilize the Powered by the Apocalypse (PbtA) system, emphasizing narrative-driven gameplay and collaborative storytelling, yet they diverge in themes and mechanics; while Monster of the Week focuses on supernatural investigations and horror elements through episodic play, Dungeon World centers on classic fantasy adventures with traditional RPG elements. For example, in Monster of the Week, players often leverage investigative moves to uncover clues, whereas in Dungeon World, character actions are often resolved through more open-ended combat and exploration mechanics.
Knave and Dungeon World both embrace fantasy exploration and feature a classless character system, but they diverge in play style and mechanics: while Knave leans into rules-lite tactical combat and survival elements, promoting player ingenuity in character creation and resource management, Dungeon World employs a more narrative-driven approach with its emphasis on collaborative storytelling and the use of moves to resolve actions. For example, in Knave, characters may sift through a dungeon for gear and must carefully manage limited resources, while in Dungeon World, character actions often rely on engaging narrative decisions guided by the GM, resulting in a different pace and focus during gameplay.
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