Have I actually Addressed this, as a Blog? No? Well, lets address it.
What is the point of DD12 as a system, why publish it?
At its core, I wanted more control as a gamesmaster, and that meant not being controlled by the rules and in turn rules layers.
Players can bring up their knowledge of a troll, fire, acid, don't hack it up, it'll just regenerate. But a Rock troll? Its made of rock, fire and acid do next to nothing, for that matter neither does a sword. Yet if this was written down in a book, that players can access, then session two or three, when the rock troll makes its first appearance, the rules lawyer lets everyone know what's up, and how to defeat it.
So, I figured, creatures that every common peasant knows, would be in the rules, but behind that would be a set of basic mechanics to allow a gamesmaster to build his own saturday night special.
Players wouldn't know, until they knew, and even if they 'knew' it in someone elses game, they wouldn't know it in yours, so it all became "new" again
It became some of the most basic concepts, broken down into lego blocks so any gamesmaster can pick up the blocks, and put them together in their own way.
What is the point of DD12 as a system, why publish it?
At its core, I wanted more control as a gamesmaster, and that meant not being controlled by the rules and in turn rules layers.
Players can bring up their knowledge of a troll, fire, acid, don't hack it up, it'll just regenerate. But a Rock troll? Its made of rock, fire and acid do next to nothing, for that matter neither does a sword. Yet if this was written down in a book, that players can access, then session two or three, when the rock troll makes its first appearance, the rules lawyer lets everyone know what's up, and how to defeat it.
So, I figured, creatures that every common peasant knows, would be in the rules, but behind that would be a set of basic mechanics to allow a gamesmaster to build his own saturday night special.
Players wouldn't know, until they knew, and even if they 'knew' it in someone elses game, they wouldn't know it in yours, so it all became "new" again
It became some of the most basic concepts, broken down into lego blocks so any gamesmaster can pick up the blocks, and put them together in their own way.
Not just world lore, but rules as well.
If you talked to 10 different roleplay groups about why they love the system they love, they'll talk about how they all like and or hate different things. How Warhammers careers system is great or how DnDs completeness exists, or how clean it is to run Fate.
When I've run my game for some players, the magic was too complex, and no-one wanted to be a mage anyway, or the health system was over the top or the skills system was too involved.
Thats why I took DungeonWorld and simplified it into DD12. Yet I felt for my core audience I went too far. Introducing the DD12 rules to some people was too complex, for others, too simple. So I gauged my audience, asked questions and those who were both new to all forms of roleplay, I go with pure DD12. if they have some RP background, I use the DW combat and maybe stealth. At a later point, when players start to get into their characters more, I introduce the other mechanics, IF they want them.
So its not just a custom world build of lego blocks, its custom rules too.
It's not there yet, but my 3rd part, is to allow 2 players at the same table, the ability to use both sets of rules. lets see how that pans out.