Ok, I’ve got a short starting session with Dungeon World behind me now, and liked it enough to buy the book! I got past my hitpoints issue after realizing they don’t increase when levelling, and work more like RuneQuest’s hitpoints; I got it that a strong hit could cause lasting or permanent injuries or being knocked out. It’s really easy to hack, eg. rolling double 1’s could be ruled to increase damage by +d6 or cause direct effect, making even minor opponents potentially big threat – as well as perhaps maxing damage on double 6’s – I love rules for fumbling and crits!
What’s interesting, I’ve never liked having races as Classes, but now when I look at DW classes, I miss thinks like night vision and figure that races might work better as Playbooks in DW, but with stronger ‘multiclassing’ option. What kind on opinions you have on Elf/Dwarf/Halfling on DTRPG? How Tolkien-like they are? (planning to run some Middle Earth some day).
Two more thins I’m curious about how everyone’s using the system – Do you use Positive moves (e.g. an ally arrives to save the day)? If you do, do you have a special condition for it?
What kind of invulnerabilities/special defenses do you use for tougher monsters, other than fear/reach/need to climb to damage bigger ones? Do you often pick some details from D&D? Eg. Iron Golem’s Metal -tag, do you think it gives the normal weapon and magic immunities to Iron Golem? How do you handle Vampires and Weres? I’d love to hear some examples!
There’s Dungeon World codex for monsters, but is there any place for basic location types as threats (eg. basic Dark forest, Haunted mansion, Northern route, Desert trade route etc.) for quick use? Place for gathering Villainous opponents and complicated event-chains (Threats that build into something bad as a sum of events, misunderstandings, villain manipulation etc.) would also be cool thing to have 🙂