Dungeon World hack for Dragon Age

Dungeon World hack for Dragon Age

Dungeon World hack for Dragon Age

Hey all. New to this community. I have run DW before, a few (amazing) test sessions, and now I’ve been tapped to run a Dragon Age tabletop. I jumped at the chance to port the setting of the games to DW. We don’t play our first game for another couple of weeks, but I’m pretty excited about it.

I had to make a few major changes (namely, magic, and also specializations replacing additional classes), but for the most part it all felt surprisingly comfortable. We’ll see how it pans out after the first couple sessions (two DA and tabletop vets, and two total newcomers, none of whom have ever played DW).

https://drive.google.com/folderview?id=0BwF75bfO6_4LdXBfM2VYUzR5VFU&usp=sharing

https://drive.google.com/folderview?id=0BwF75bfO6_4LdXBfM2VYUzR5VFU&usp=sharing

7 thoughts on “Dungeon World hack for Dragon Age”

  1. Options in what way? Becoming tainted? I decided that was best kept in the fiction, along with becoming possessed. It’s a very possible result of a Last Breath roll, depending on the circumstances, and I also have a custom move in my notes for every time they encounter darkspawn blood (so there’s a risk of becoming tainted accidentally).

    As for enemy templates, I didn’t type any up; I just wrote them in my notebook, and I’ll fill in more as we go.

    Unless you’re referring to something else?

  2. I’m only funning you, it looks like you did a lot of work on this already. The ‘reverse dungeon’ content in Origins that lets you play as a Hurlock Alpha was pretty sweet though.

  3. Oooohhh, I take your meaning now. Sorry, I misunderstood.

    To be honest, if there was good enough justification in the fiction, and the players treated it as a big deal, I could get behind having somebody turn into a darkspawn (people can “ghoulify” in DA; not true darkspawn, but quite like, so it wouldn’t be a huge stretch to say that with magic or possession a person could even become a true and proper darkspawn – maybe the only way of saving their life after a ritual-gone-wrong, perhaps?)

    Because yeah, that DLC was fantastic.

  4. Nice work, Brian Reynolds!

    As someone who has only played Origins so far, materials seem important to me when thinking about PC equipment. I’ve been wondering if it would be worthwhile to  compile a list with materials and corresponding weapon tags, e.g.

    – grey iron –> clumsy (darkspawn ignore this)

    – red steel –> +1 damage

    – silverite –> precise

    etc.

  5. That’s not a bad idea, and I agree that materials are important in the lore and world. When you think about crafting and enchanting, such things definitely matter.

    I hadn’t come up with anything yet, only because it didn’t seem important for first session. But it is something I’ll work on later – maybe after the crew finds, say, a red steel sword as loot and sees a good tag on there.

  6. The granularity of weapon materials might not be the best fit for dungeon world. You could try out a -1 to +3 damage scale, but I think that math will go sideways on you fast, and you’ll just end up adding hit points to opponents. The narrative is what’s super fun about DW magic weapons, and you can still make moves for a poison weapon, or a flaming weapon, or any other variety of other major and minor enchantments.

Comments are closed.