One of the things that I’m loving about the plethora of Dungeon World playbooks is the constraints.

One of the things that I’m loving about the plethora of Dungeon World playbooks is the constraints.

One of the things that I’m loving about the plethora of Dungeon World playbooks is the constraints. When we kick off a session, and select the playbooks, I like to look and ask myself “How will this collection of playbooks make the world different and unique?”

In last night’s session, the world only had fairy magic. No other magic. It is very likely that the only healing spell is from the Fae:

Wish

When you grant a mortal’s wish, spend 1 Boon and roll +Wis. *On a 10+, you may choose up to 3. *On a 7-9, you may choose up to 2.

• The wish seems to give them what they want.

• The wish gives them what they need.

• You may choose whether the wish later brings them misfortune or not.

• You choose whether the wish has an immediate unpleasant side effects or not.

We’ve had a session with the Engine of Destruction, Mutant, Earthling, and Priest. Gods and technology, but no arcana.

In essence, I’m saying “What if the playbook power sources are it?”

You can find reference to the playbooks here:

http://takeonrules.com/2013/05/06/dungeon-world-playbooks/

If you want me to add one, let me know (I don’t possibly know of all of them)

#DungeonWorld  

http://takeonrules.com/2013/05/06/dungeon-world-playbooks/

One thought on “One of the things that I’m loving about the plethora of Dungeon World playbooks is the constraints.”

  1. The playbooks all have an opportunity to not only say something very interesting about the PC’s, but the word too! Your idea of using it as a constraint is a very interesting one.

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