Hey guys, I decided to update The GM playbook I made a few weeks earlier.

Hey guys, I decided to update The GM playbook I made a few weeks earlier.

Hey guys, I decided to update The GM playbook I made a few weeks earlier.

https://drive.google.com/open?id=0B_JdH0Si6SYcRnhiUk05SEhicE0

• First of all, I fixed a few graphical glitches on both sides of the sheet.

• I removed Dungeon Moves. Although they are good to read through, they aren’t actually used in practice. Most Dungeon Moves are merely slight alterations of GM Moves anyway; on the playbook, they are redundant and a waste of space.

• I added Class Opportunities and Monster Moves. To be clear, these are my own creations. I went through all class moves to find patterns between situational ones. I also did the same for Monster Moves and found some common threads in the book. I think these two lists are more useful for the GM than Dungeon Moves.

• I added the book’s trigger for rolling treasure. I missed this the first time around. Not all monsters drop treasure; only ones that have enough intelligence or instinct to do so can drop treasure. This didn’t occur to me until the players found coins on some beast – it seemed really out-of-place.

Hope it enhances your Dungeon World experience! 😀

https://drive.google.com/open?id=0B_JdH0Si6SYcRnhiUk05SEhicE0

10 thoughts on “Hey guys, I decided to update The GM playbook I made a few weeks earlier.”

  1. That’s really nice, although I’m not sure about your “Partial Success” 7-9 advice to make a soft move. AFAIK there’s no general rule that the GM makes a soft move on a 7-9, since most moves explicitly describe what happens on a 7-9.

    Or are you talking about snowballing the situation, immediately following up any move by the player with some sort of reaction from the opposition or environment? ‘Cos that can happen on a 10+ too.

  2. Robert Rendell You’re right. It’s not explicit in the book, but it is explicit in the officially-endorsed Dungeon World Guide. Since the majority of the community agrees that the guide is a gold standard for DW, and their advice works astoundingly well in actual play, I see no reason to not incorporate their approach.

    Playing DW exactly by the book doesn’t always work, because the GM can be at a loss at what to do on a partial success. Most moves just say “something bad happens” or “expose yourself to danger”. Very vague for any GM that’s not spectacularly good. The guide’s interpretation of the rules makes everything so much easier and exciting.

  3. Dawit Thepchatree >It’s not explicit in the book, but it is explicit in the officially-endorsed Dungeon World Guide.

    I’m mostly with you other than for Hack And Slash (and I know we’ve had this conversation before). A 7-9 result on H&S can Deal Damage to the player (and the DW Guide agrees – see its “dead-simple example” on the “Combat: How Does it Work?” page). It’s can also be any other other Monster Attack, hard or soft (and I know you don’t agree with that, either). H&S is exceptionally dangerous.

  4. Adrian Brooks I don’t think we’re in disagreement, but maybe the wording of my Combat sheet is misleading. I agree that 7-9 on H&S allows the GM to Deal Damage. I was merely pointing out the not-so-obvious: the GM is not required to Deal Damage and can make other moves instead, such as Show Signs of An Approaching Threat. The can part is pretty important, I think.

    Either way, that’s not a part of this GM sheet.

  5. IIRC on a 7-9 you can use any monster move – I have heard tell of a gm using the monster’s “tear off a limb” move on a 7-9. The character didn’t lose any HP, but they did lose their arm.

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