Some chatter going around about flags today prompted me to extract the rules text for them from Fourth World and…

Some chatter going around about flags today prompted me to extract the rules text for them from Fourth World and…

Some chatter going around about flags today prompted me to extract the rules text for them from Fourth World and post it as a quick page with a sample (Creative Commons) rules write-up for them. Includes links to the original idea and that PDF of samples. Season to taste.

http://rpg.divnull.com/wiki/index.php/Dungeon_World_Flags

3 thoughts on “Some chatter going around about flags today prompted me to extract the rules text for them from Fourth World and…”

  1. I found that you can use Flags and still retain the concept the “Bond” stat. Whenever you hit someone’s Flag, you gain +1 Bond with that character. You can maintain only a number of Bonds equal to the Bond slots on your playbook. So, if you are at your limit, and you want to increase your Bond with one PC, you’ll have to decrease it with another PC first.

    This lets you use Flags, but not change any of the rules in DW that refer to Bond values, such as the Aid/Interfere move. There are other rules that reference Bonds sprinkled in various playbooks, so eliminating the Bond concept altogether can be problematic.

    This was particularly important in my recent open world campaign, where one PC is playing the Golem from Inverse World. That playbook depends on knowing which PCs that the Golem has a Bond with.

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