Inspired by Ryan Macklin’s comedic blog post I start to collate some ideas for creating a combination of Dungeon World and Fate.
Inspired by Ryan Macklin’s comedic blog post I start to collate some ideas for creating a combination of Dungeon…
Inspired by Ryan Macklin’s comedic blog post I start to collate some ideas for creating a combination of Dungeon…
So I read your current plan (and having gone down this road of thought myself) ultimately isn’t the only thing that combining these two games going do is port Aspects over? I am not try to be critical, its a real question because when I tried it a couple of months back that is all I ended up with. I think Aspects (as tags) its a good thing to add, like using Monsterheart Strings, it makes a richer game and more unique characters.
The use of Stunts as a Custom/Advanced Moves is good idea, but what happens with the rest of the skills from FATE that the stunts are based on?
Very interested to see where you go with this.
Dave Bozarth : Aspects/tags will be one of the main elements (although i’ve not decide what to do with them yet) yes, I intend to use the FAE approaches as attributes, the dice mechanics from DW, and create alternate stunt-rubrics that cover some of the same ground that the various moves do in DW although actual moves in the combined system will be more like the actions from Fate.
Ofc this is all subject to change since i’m still thrashing out the details 🙂
These might be dumb questions, but I’m genuinely curious:
Do you see a particular problem or deficiency with one or both systems that the other solves? And if so, what is it?
Tim Jensen : I love DW, my only issue with it is that playbooks have to be tailored specifically to the game system in mind, whereas Fate is a very versatile/generic system that can be adapted to a lot of different styles of game, however sometimes the sheer amount of choice can prove bewildering for people.
I’m hoping that the combination will provide some additional structure (taking inspiration from DW) but will be versatile enough to use for different systems without having to create a lot of specific playbooks (as Fate is).
Hope that answers your question? 🙂
Somewhat. I think how Moves are written shape play even more than the playbooks do. Is there a specific genre or situation you have in mind? Or are you planning to create a rules engine capable of handling everything from DW to Monster of the Week to World Wide Wrestling?
Pretty much, i’m intending to make the different types of advanced moves into alternate stunt rubrics so instead of a bardic lore move you might have a generic “Remember stuff/Research” stunt; i’ll try to group them so that I can make them applicable to many different settings.
I would say both systems are pretty versatile …. have you seen how many World hacks there are?
So, how are you dealing with moves? Combining moves and simple actions?
Tommy Rayburn : Pretty much, planning to combine moves/simple actions and then convert some of the advanced moves to stunts.