Dungeon World and the Dynamic Adventure

Mar 25, 2013 12:53

As I prepare myself for Against the Cult of the Reptile God and Treasure Hunt with Dungeon World, I have learned something else. DW seems better suited for translating my old D&D experiences than other RPGs that I have looked at so far.

I have had a hankering to revisit the classic D&D module for a while in a hope to recapture some of the play style of that time (which now eludes me). I had looked at doing this with both modern rule sets like D&D4e and RPGs based on those older rule sets like Castles and Crusades. However, neither provided easy or satisfactory results in this regard.

During those efforts, I came to realise that the old D&D modules look pretty awful on paper and much of what I remembered liking about them was added to the game during play. However, to say that the D&D module did nothing to encourage the later aspect would be wrong. D&D modules generally are a snapshot of a dangerous environment. This at first appears woefully static and dull, but implied in the presentation is an expectation that this environment is merely a tool through which the group forges all the narrative flow and drama by playing in it, interacting with it, and changing it. When I read them, I quickly begin adding my own events, personalities and dangers, as that was how I read them in my youth. I think it was simply not considered the job of the module designer to write about certain parts of an adventure that now are, probably due to the most narrative approach of adventure writing pioneered by Call of Cthulhu and the like.

So why is Dungeon World suited to this particular approach? There are a number of reasons. Two of them actually touch on my last two posts. The first is the Discussion. This approach along with the GM Moves pushes the GM hard not to treat any environment in a static way. When the GM has a turn in the discussion, they are looking for how to bring in danger, signal danger or set danger up somehow. If the GM just focusses on the immediate environment then the GM soon runs out of danger to use in an interesting or believable fashion, so instead the GM views the environment as a dynamic one, with each part related to other parts of that environment. The GM is also encourages to fill in those blanks as needed to link the environment together to suit the needs of the drama as it unfolds.

The next is the Difficult Situation. The natural flow from PCs going into one dangerous situation and then out again adds a sense of dynamism. This is along with DW's rule set being forgiving on the GM, allowing them to easily brave any situation from a mechanical perspective, allowing the situation to evolve however it may.

The last main reason is the way the way scenarios are created. After some initial playing with Adventure Fronts (and they are very much a "that's how we have always done it" part of the RPG) I have found that it became very easy to break down D&D modules in the manner suggested and also improve on them. The simple process of identifying the adventures in the module, the various dangers within those and the agenda and ultimate goal of those dangers, immediately provides a dynamic antagonism to the seemingly static environment.

In fact, viewing old D&D modules in this light not only captures a lot of that older play style, it can also improve them in a few instances. There seems a lot of times in old D&D modules where some antagonists are directionless and do things to support a wider story without any real reason. Giving them an agenda provides reason for their actions, and though this can change some of the things in the original module, it generally seems to work better.

dungeon world

Previous post Next post
Up