Is there a pdf of the core rules available online for free? or is there only the free website? I don’t want to steal a copy or anything. I am trying to get back into pen and paper and would like to read the system before I jump into something I might not play.
Is there a pdf of the core rules available online for free?
Is there a pdf of the core rules available online for free?
The PDF is only 10 bucks, so you’re not out much if you don’t like it.
While the website isn’t the same as the core rulebook, they are so ridiculously close that you could get by with only the website. I was recently on the fence myself and decided to take the plunge for $10. I do not believe you will find a copy of the retail version of the game anywhere online for free.
here’s a link. All of the rules are creative commons, the PDF is nicely formatted with art, and the book is excellent quality, and easy reference: http://acodispo.github.io/Dungeon-World-HTML-SRD/equipment/#title4
This is my preferred iteration of the rules-as-HTML doc.
http://book.dwgazetteer.com
The rulebook is meh for reference. Now Jason Morningstar’s Truncheon World (http://goo.gl/idtcHX) is the only way to reference a DW game at the table =D
Thanks for the info! One last thing, are the settings dungeon/fantasy, or is it kinda a open system like Savage worlds is supposed to be? I have no experience playing either.
Dani Cox here’s the introduction, from the text:
Dungeon World is a world of fantastic adventure. A world of magic, gods and demons, of good and evil, law and chaos. Brave heroes venture into the most dangerous corners of the land in search of gold and glory.
Adventurers take many shapes in Dungeon World. The races of elves, men, dwarves, and halflings all have their heroes. Some are near-invincible beasts of battle encased in iron armor. Others are more mysterious, conjuring up and wielding the mighty forces of magic. Treasure and glory are sought by a holy cleric, a tricky thief, a mighty paladin, and more.
It isn’t all easy heroics and noble bravery, though. Every time the ranger guides his friends through the ancient woods there are a hundred things waiting to bite his head off. Slavering hordes of goblin troops, maybe. Or is this the Cursed Wood, where dwells the Gray Witch? Or the throngs of hateful dead, looking to drag a meaty corpse back to their lair? Scary, sure, but there’s treasure, too. More gold and jewels and magic lost to man have fallen between the cracks in the world than you can imagine. Who better to retrieve it than a band of stalwart heroes?
You and your friends are those heroes. You go where others can’t or won’t. There are monstrous things lurking in the world. Are you ready to face them?
Dani Cox D.W. and Savage Worlds are really different beasts. I love both, however S.W. is a quite generic/universal system to play “standard” role play (so it’s similar to hundreds of other systems); it’s speedy to play, low bookkeeping, easy to eyeballing the NPC stats etc. D.W. is a whole new world… It’s a new way to master the game, a new way to resolve actions, a new way to create characters, a newgen bushido for roleplay masters 😀
PS_ if you need a postapocalypse setting, start with Apocalypse World. That is the game that started all.
Dani Cox in my group of 12 freinds we have like 5 or 6 different groups of Dw going. One of our groups is going into its 27th session. If you buy the pdf and think its not a good system I would be very suprised. It is by far my favorite system.
Dungeon World is… entirely dependent on the playbooks you bring to the table, and the threats the GM preps and runs.
The standard playbooks and setting information will give you a very AD&D-feeling game, but just off the top of my head, there’s some nice Barsoom scifantasy with “Adventures on Dungeon Planet”, dark fantasy with “Grim World”, Miyazaki-style fantastic exploration with “Inverse World”, Age of Sail stuff with “Pirate World”, and some lighter sprinkles of monster play with free pack-in “Number Appearing” and Planescape with “Dark Heart of the Dreamer”.
And dozens of other playbooks floating around out there, too, including some Elf, Dwarf, and Halfling playbooks if you want a taste of BECMI.
What differentiates Dungeon World from other Apocalypse World games is the assumption that when necessary any of the heroes can get in and mix it up at no necessary lasting cost to themselves; they lose hit points, hit points refill smooth and easy. There’s also less of an emphasis on interplayer conflict; nothing like the relationship triangles of Apocalypse World or the Strings of Monsterhearts.
It’s very easily skinnable, as long as you’re mapping it to the story that falls in those constraints.
Marques Jordan Truncheon World is indeed awesome, but comes from Johnstone Metzger.