Dungeon World – Design In Public

Dungeon World has been a blast to design so far, so we’re making the design even more open. I’m a software guy by trade, so we’re taking some ideas from open source development and applying them to Dungeon World.

From now on, the raw XML files that get synced into layout are going to be publicly available between major releases.

A pretty typical software development setup is to have a version control system where all the code sits which gets compiled into release versions according to some schedule. Dungeon World will now be kind of the same, with the raw text (in XML to map it to layout) sitting in a subversion repository and PDFs being created as ‘releases.’

Most software projects have some kind of automated builder that rebuilds the product at set intervals. An equivalent for Dungeon World isn’t really in the works, layout will still require some manual touches and will happen only when Adam and I decide it’s time for a new version.

I Just Want To Play DW, What Does This Mean For Me?

If your main interest in DW is just playing the game with the latest finished version, nothing really changes that you’ll notice. Behind the scenes things will be smoother to allow Adam and I to turn out new versions more efficiently, but that’s it. Enjoy the PDFs, which will come out whenever we think they need to (when enough changes have accumulated, we have something new that needs to be shown off, or there’s a con/event coming up).

I Want To See How DW Develops, What Does This Mean For Me?

If you’re interested in watching the design of Dungeon World, you can get the latest version of the basic text at all times here: http://svn.latorra.org/dungeonworld/. You can also browse the change history from the web using a Trac site I’ve setup here: http://www.latorra.org/dungeon-world-svn/browser. The Trac site lets you see exactly how a file has changed from version to version, what’s changed recently, and all kinds of other great stuff.

I Want To Provide Some Feedback And Ideas, What Does This Mean For Me?

If you want to really get involved in the design process, you can checkout the files using Subversion, the repository is http://svn.latorra.org/dungeonworld/. If there’s a change you’d really like to see, you can even give us a diff patch file and we’ll see about adding it in.

Why?

Why make Dungeon World available like this?

Well, Adam and I are in different countries, so we needed a way to collaborate. There are lots of other people who have good ideas, so why not let them collaborate too?

I needed to stop being a bad person who writes directly into layout, but I also needed a system that made multiple updates easy. Dungeon World is taking kind of an incremental development strategy, so I want to be able to make an incremental release as easily as possible, and this XML to InDesign mapping seems like the best way.

This whole automated mapping opens up the possibility of multiple layouts for DW content. The current layout is pretty 4E influenced, but with the XML mapping there could easily be a Red Box styled version.

It’s also a model I understand. Software gets developed like this and it seems to work. Maybe it can work for a tabletop game text too.

In the end, it’s just a way to share more of the design process. It’s a way of breaking down some of those weird designer/player identity issues that happen with mainstream game designs. It’s a way of making contributing ideas a clearer process. It’s an experiment, to see if DW can bring something new to the design process, not just to the table.

So go, check out what we’re doing, give us feedback and ideas and all the stuff you would anyway. This is just a way to make that process easier.