Is there any sort of guide for converting, say, d20/3.x/Pathfinder classes to Dungeon World? Short of that, is there any guide to creating custom player moves, that’s more in-depth than what the core rules offer? I’d like to get into hacking the game, so that I can have something more customized to my game. Or, hey, maybe some day eventually, even create my own game.
Is there any sort of guide for converting, say, d20/3.x/Pathfinder classes to Dungeon World?
Is there any sort of guide for converting, say, d20/3.x/Pathfinder classes to Dungeon World?
Class Warfare can help with converting or mocking?
Idk if straight conversions. That arent just instructions on how moves work. Are a thing.
I recommend Class Warfare by Johnstone Metzger. If you want to experiment with making classes, it is a good excercise and a low barrier entry to having more customizable characters in your home game.
If you want to hack the game, hack the game. Don’t start from another game. Start with DW and hack.
http://www.rpgnow.com/product/137634/Class-Warfare
Essentially 500 pages of moves and a system for custom classes quick
Aaron Griffin has a good point. The best way to start is to start. Even if it is just minor changes like adding a race move or six. Or, adding an option to x basic move and seeing how it works.
Eventually after enough modifications and tweaking, youll probably end up with a hack done just because play necessitated mechanical exploration.
Trial and error. And exploration.
Aaron Griffin okay, but that doesn’t help me at all if I don’t know how. The book doesn’t explain it in a way that’s very clear to me. I’m looking for something more in-depth than that.
Thomas Novosel are there instructions on how moves work?
The chapter on writing custom moves explains how moves work.
Apocalypse World has an entire chapter on how to hack the game.
/Facepalm
Not on modding. But it is 500 pages of example moves.
As for learnimg how, ita trial and error. How much DW have you played or gm’d?
So far, I’ve ran one session.
I don’t think that anyone has written anything more detailed than the hacking chapters in Dungeon World and Apocalypse World, in terms of a how-to guide. Certainly, there’s plenty of examples of different things you can do in all the various AW-derived games, but short of trawling through old threads on the barf forth forums or something, start with those two chapters.
The chapters on hacking in Apocalypse World, Dungeon World and other PbtA games are very helpful. But experience running and playing the game is what I found helped me the most.
Also DW is not a mechanics-heavy game like Pathfinder. Converting something from a mechanics-heavy game to DW is not about translating numbers. It’s about boiling things down to their fictional elements and then writing moves that emulate those elements.
Chris Stone-Bush , both running and playing (not just one or the other) if i am correct. Running gives you an appreciation of that side, playing makes you know what is appreciated on the other side.
But chris is right. So is Johnstone Metzger
Okay, that’s what I was wondering. It looks like I might have to write such a guide myself. I’ll have to work on more experience with the system in the meantime. I’ll probably have to wait until AW is available in print again, to check that out.
I do still want to get a copy of Class Warfare, when I can. That sounds very useful.
According to the latest KS update, AW 1e pdfs are now available for free: https://www.kickstarter.com/projects/226674021/apocalypse-world-2nd-edition/posts/1585935
Presumably, the chapter on hacking the game in 2e will be better, but there’s no need to wait for the 1e one.
Was just skipping around the internet, this page may also be of use http://daegames.blogspot.com/p/dungeon-world.html
Thomas Novosel Not what I was looking for, but useful nonetheless!