Only had the book for a couple of days and I like what I see so far.

Only had the book for a couple of days and I like what I see so far.

Only had the book for a couple of days and I like what I see so far. I have been looking for a fantasy game to run, mainly to convert a previous setting in to which ran on a different system that didn’t gel well with the group.

Hopefully it won’t take too much work to import some of the setting specific stuff to DW like the magic styles. There were four; Sorcery which the Wizard class pretty much handles unchanged, Storm Callers which were people with natural elemental manipulation abilities (think benders from the Avatar franchise), Storm Summoners who could summon and control elementals and Children of the Archons who were people “blessed” by semi-mythical figures and had special abilities tied to their Archon “parent”. I’ve spotted an Elemental Master playbook which looks like it’ll handle Storm Calling but the Summoning style is looking a bit tricky find one that matches without gutting most of the playbook that I found. And the Children looks like it might require a whole new Playbook which is daunting.

Another tricky part might be deciding which character roles should be classes and which should remain flavour roles.

The only potential snag might be alignments which might not work for some members of the group. And the racial moves since the setting was originally a mono-racial setting with only humans existing as playable.

5 thoughts on “Only had the book for a couple of days and I like what I see so far.”

  1. I wouldn’t import a setting from another game into Dungeon World. Instead, I would ask the current players questions and use their answers to organically create a new setting based on what they want now, and use the old setting as a source of inspiration for Fronts and the like.

  2. Tim Jensen summarizes the definite advantage of starting from scratch with DW, but there’s nothing wrong with adapting an existing setting if you (and/or more importantly, your players) are really attached to it.

    For whatever playbooks you settle one, just drop the existing Race moves entirely. If Alignments per se aren’t part of your campaign, I would invent a substitute, like “Motive” or “Belief” or “Instinct,” and write them to suit your specific PCs, using the existing alignment moves as a model. I love the way Alignment encourages and reinforces certain behaviors in DW, so imo the basic idea is worth retaining.

  3. Well, the setting is about nine pages of “notes” most of which are mechanical notes on character creation on magic using Fate. The actual setting stuff is really just notes on locations and major factions.

  4. I think you’ll be missing out on one of DW’s charms if you import an existing setting into the game David Andrews. It can be done, and easily too, but if you’re just starting out, why not run the game as is first? You may end up loving the new setting you and your players create together. Play to find out what happens. Ask questions and build on the answers.

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