TL;DR: Revised my Basic Adventure template with a dedicated section for monsters, along with simple new rules and quick guidelines for treasure and magic items. In actual play, it worked really well.
I finally GM’d a very successful session tonight, and it was a huge sigh of relief. After a lot of bungling and bickering, most of my group has finally understood and embraced Dungeon World, with some really cool results. A lot of my hard work streamlining the game for myself with simplified tables, starters and prompts has paid off.
I used a lot of resources. Printed out 6 of Joe Banner’s adventures since I have no idea where the players are going. And I don’t trust myself to improvise everything. Printed out the map of his World of Conflict. Created a Session Starter sheet to ask my players questions and read aloud a written introduction. Revised and printed out my Basic Adventure sheet to function as my new, trimmed-down GM playbook. Considering how badly the previous session turned out, this one went spectacularly well!
So, here it is, another PDF to share with you guys. Hopefully, this won’t blow up like the last one did. It includes a hack of Dungeon World’s unnecessarily awkward treasure table. My alternate rules give the GM a lot of freedom, but hopefully provide just enough structure to not bog down the looting process like the official one does. Just keep in mind that, for more notable enemies, the D100 dice is definitely a legit option.
You might also be wondering what’s up with the Non-attack Move field for monsters. Well, it is an important blank space that hopefully inspires you to make a monster in the same approach as Dungeon World’s. Dungeon World monsters almost always have a move that does something unique and special instead of doing damage. It gives a lot of character to them and adds a great deal to the fantastical portrayal of the game.
I don’t think this template is perfect, but it has worked very well for me. I hope you find success with it as well. Enjoy! 😀