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Post by greentongue on May 9, 2013 12:13:48 GMT -6
As Dungeon World does a good job of generating the feel of D&D, I was wondering how well it could be used to play EPT? There certainly has been a number of rule systems used for EPT so one more shouldn't be a sin. I figure that the biggest stumbling block would be the generating the setting with the players input. Not that it is a bad idea, just that it needs players that already know/accept the setting. To really get the Clan feel, maybe along the lines of how "Goblin World" was done? apocalypse-world.com/forums/index.php?topic=1799.0=== Dungeon World rough draft for those that don't know about it. book.dwgazetteer.com/
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akooser
Level 4 Theurgist
Posts: 150
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Post by akooser on May 9, 2013 13:23:43 GMT -6
It works really well!!!
You just need to change up the playbooks or swap out moves as the characters level up.
The players don't author that much of the setting. The MC has a strong hand in shaping that.
I'd follow the advice giving in the thread You to Can run EPT.
Levels 1-3 are all about dungeon bashing so the DW playbooks fit in just fine.
Once you are a citizen the game changes. You are still poking around in ruins but you need moves that are more social in nature. You will start being pulled into all the Tékumul intrigue.
Clan's are just one off moves. Basically a mini-playbook.
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Post by Finarvyn on May 9, 2013 17:22:39 GMT -6
I don't know much about Dungeon World but would be interested in finding out more about the system.
The authors claim that it does D&D-style games well; any truth in this?
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akooser
Level 4 Theurgist
Posts: 150
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Post by akooser on May 9, 2013 18:42:43 GMT -6
@finarvyn Kind of. I don' think the authors make that claim. DW is sort of it's own thing. It is geared toward dungeon crawly action. This is always a good example of play: www.latorra.org/2012/05/15/a-16-hp-dragon/
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Post by greentongue on May 10, 2013 6:28:56 GMT -6
Yes, It, Is. Just the way to make the dangers of the Underworld actually feel scary. I was also thinking about how the characters are "mechanically linked" was a good fit. No more just saying we are the same clan and then ignoring it during play. =
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akooser
Level 4 Theurgist
Posts: 150
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Post by akooser on May 10, 2013 14:54:34 GMT -6
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Post by Ynas Midgard on May 10, 2013 17:01:09 GMT -6
I don't any reason why DW could not be used for Tékumel. The only thing which needs to be taken into consideration is that *World games works very different to D&D-esque games, which obviously makes it a very different experience.
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Post by Finarvyn on May 11, 2013 5:28:43 GMT -6
Ynas, can you elaborate? Having not played *World games, I'm not sure what a "different experience" really means.
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akooser
Level 4 Theurgist
Posts: 150
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Post by akooser on May 11, 2013 12:13:46 GMT -6
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akooser
Level 4 Theurgist
Posts: 150
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Post by akooser on May 13, 2013 19:22:41 GMT -6
I've got some thoughts on how this might play out in DW. I'll post about the later and maybe we can riff of each others ideas.
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Post by greentongue on May 14, 2013 6:04:11 GMT -6
Color me interested. =
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Post by greentongue on May 15, 2013 10:25:33 GMT -6
Do you think there should be Moves for clans, military units, political groups and/or religious groups? Or, do you think preselected Bonds are enough to give the flavor of Tékumel? - Which of your clan members do you resent but must obey the wishes of?
- Which secret society are you a member of and why is it secret?
- Which tenet of your religion will you not compromise?
- Which military legion does your clan support and who do you know that serves in it?
=
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akooser
Level 4 Theurgist
Posts: 150
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Post by akooser on May 15, 2013 19:28:34 GMT -6
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Post by greentongue on May 19, 2013 20:27:18 GMT -6
Just throwing out ideas. It was the first that came to mind. Things like religion and clan would be universal unless the characters were dimensional travelers. Even so, religion would quickly be important.
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Deleted
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Post by Deleted on Jun 1, 2013 16:33:25 GMT -6
DW is a fun game, and yes, you could use it for Tekumel.
That said, having played it half a dozen times or so, it plays NOTHING like old D&D.
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akooser
Level 4 Theurgist
Posts: 150
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Post by akooser on Jun 3, 2013 19:14:42 GMT -6
greentongue Bonds are a great way to go for tweaking DW!
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Post by greentongue on Jun 13, 2013 6:11:02 GMT -6
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Post by greentongue on Nov 27, 2013 12:57:28 GMT -6
How big a change do you think would be needed for the Fighter / Cleric / Wizard playbooks? Sure cosmetic changes would be needed but how radically different would any other changes need to be?
I'm sure some expanded characters can be created specific to EPT but to just get people to try the setting, the basics should be enough. =
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akooser
Level 4 Theurgist
Posts: 150
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Post by akooser on Dec 3, 2013 21:55:39 GMT -6
Depends. Are you going for the strangers in a strange land or natives to Tekumel?
Prefer the former and then you don't need to tweak the sheets until everyone gains citizenship.
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Post by greentongue on Dec 4, 2013 13:07:07 GMT -6
I personally prefer "strangers in a strange land" and considering how few people have actually played EPT, should be a good place to start. =
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