Dungeon World

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It's a hack of Apocalypse World for D&D style dungeon romps. The DM never rolls dice, player actions are a wide choice of simple attribute checks with many "three outcomes, choose two" results. Neckbeards like it because it has the feel of old school AD&D in that indie-RPG style.

Play

Your standard D&D classes are here, and characters have Str/Dex/Con/Int/Wis/Cha stats in the 3d6 range. Attribute bonuses are the -3 to +3 from most D&D editions. The stuff players can do in any situation are called "moves" and each has an attribute associated with it. For a "move" the player rolls 2d6+bonus to determine success; target numbers are 10+ for total success, 9-7 for success but at cost, 6-2 for failure. Yes there's a bellcurve don't get your panties in a knot. The "cost" depends on the move, and the player usually has a choice of what the cost will be.

The DM has their own list of "moves," but no stats, and never rolls dice. That's okay, since players can always roll dice to resist, avoid or rejigger stuff that would hurt them. The moves are never mentioned by name, it's more to organize what the DM can do to the players. The players drive what happens in the adventure, which is as it should be.

Example Moves

Carouse
When you return triumphant and throw a big party, spend 100 coin and roll + extra 100s of coin spent. On a 10+ choose 3. On a 7–9 choose 1. On a miss, you still choose one, but things get really out of hand.
  • You befriend a useful NPC
  • You hear rumours of an opportunity
  • You gain useful information
  • You are not entangled, enchanted, or tricked
Cast (Wizard)
When you release a spell you’ve prepared, roll+Int. On a 10+, the spell is successfully cast and you do not forget the spell; you may cast it again later. On a 7-9, the spell is cast, but choose one:
  • You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
  • The spell disturbs the fabric of reality as it is cast; take -1 ongoing to cast a spell until the next time you Prepare Spells.
  • After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.

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