Failure in RPGs and Why I Love Dungeon World

Super sweet article about “failure” in rpgs and why Dungeon World makes that concept always awesome. I recommend that all my players read it: it has good advice for any rpg, really.

I would write that experience off as just being just 3.5 or just that GM, but I’ve had similar issues with other systems that present tactical combat for tabetop. Often a miss mechanically means “nothing.” A good GM will give you some narrative fluff, but functionally, you’ve still got “nothing happens.”

I suspect the designers of many of these tactical games see nothing as a neutral result. As a player who suffered from social isolation as a kid, I see “nothing” as the worst punishment I can receive. I want to be a part of what’s happening, and “nothing” cuts me off, erasing me from the scene while others fill the narrative space.

Accepting that success and failure are a pure dichotomy and resource management is the only available challenge implies that the traditional way tactical games were made challenging is the only way games can be designed. Accepting those restrictions seems like a trap. It limits how you can potentially build systems in tabletop games immensely.

Failure in RPGs and Why I Love Dungeon World | 1000d4.

Justice League!

Another brilliant post from Ryan M Danks on statting up the famous Justice league using Fate Core (and Fate Accelerated)

http://ryanmdanks.com/?p=233

As Ryan has made it clear: these stats are what you can generate using the basic character creation rules for new PCs. This is just an example of showing how you can come up with very workable character stats for established fictional heroes.

On the other hand, these basic starting stats could be the highest example of heroic ability: most regular mortals could probably share a much, MUCH lower baseline for stats.