I would really like to see something like playbook cards.

I would really like to see something like playbook cards.

I would really like to see something like playbook cards. I’ve included an image of what I imagine how they might work, but I’m not good at this. I’m pretty sure that the front of the card could be just the stats and alignment and such with the back having their starting moves. Advanced moves and gear could be on a second card. The idea is to have a deck of cards you could take with you to easily start a game up at any time. If anyone has seen anything like this already, I’d love to see it.

28 thoughts on “I would really like to see something like playbook cards.”

  1. So is there any benefit to doing it at this size? I’m hoping to learn what you’re gaining by making “cards” rather than having 1-2 sheets with the information. Is this to laminate and reuse? Ease of transport?

  2. I think portability would be the major benefit. My layout is terrible, for sure, but I don’t claim to be at all proficient in that field. This whole idea came upon me when I was at a friend’s house and someone suggested we play Pathfinder (our group’s main game). All the books and character sheets were a few miles away and I offered that we play Dungeon World. The problem with Dungeon World with new players is that most of what they need to know is on the character sheet. We had no access to a printer, so we had to hand-write all their character moves down on paper or just jot it down and constantly refer to the PDF or app. With people familiar with the game, this wouldn’t be so difficult, but it made character creation extra slow and I think left a bad impression on those who never played it before.

    I’d like to have something that can be tucked away in your wallet or perhaps a deck of cards I could leave in my bag.

  3. I can see where portability is desirable, but I wouldn’t reduce it down so much that it’s unreadable. I have a “Dungeon world travel kit” that is just a 1 inch binder with plastic sleeves: 2 copies of each playbook, 4 copies of the basic and advanced move sheets (printed back to back) a copy of the GM moves sheet for me and one of those plastic binder pencil holders that has a handful of pencils, 8 six siders, and 1 of each of the other dice.

  4. I think Brian Holland’s travel kit is the best way to go. Or even laminate them with erasable markers. I just don’t see small cards like this being viable UNLESS – you create a travel version. So maybe remove some components like alignment and bonds (just for example) and just have the most important aspects on the sheet.

  5. A long time ago I made play kits as a convention game take home. They were hand stitched fake leatherette pouchs of 20 business cards, on which I had printed the Basic Moves and the most common Special Moves.

    If I were going to do a card based version of Dungeon World, I’d do something similar. Make a set of cards for each playbook, trying to condense each one to say 5 to 10 cards.

    https://lh3.googleusercontent.com/nHiK8y4auf2TDNzR2WNdo4PdZgf3kBFg1cVd5Ss4a_OJ6Tsps9SH63xyqOjP5tY8v5k9w10Poh0sQg=s0

  6. Since you plan to use them in convention, you will mostly do one shots. So, an alternative is to throw out of the window dw classses and directly make characters for one shots, with only 1_2 moves each and no advancements. That way you can deal two or three card to each person and make them chose amongst them. Another alternative is to split characters in two cards each.

  7. Along those same lines Andrea Serafini , I was thinking bout a board game concept for DW. Each player would get a class dealt to them at random, and then be dealt 3 Move cards from that class, of which they’d choose 2.

  8. That sounds interesting… Let’s start with what would need to go on the character card, just the basic stats? If we draft moves, how do you handle starting equipment and damage dice?

  9. Maybe too complicated, but…

    Separate the cards into 6 stacks. 1 stack for each stat.

    Deal 1 from each stack.

    The first 1 you discard gives you -1 with that stat.

    The second and third you discard give you 0’s with those stats.

    You keep the other 3, which give you two +1’s and one +2 with those stats

    Those last three also determine your hit die (and HP as a side effect of the hit die)

  10. Like : past card. Here you have 4 queestions on a side, a move and a + 1 and – modifier. Maybe a piece of equipment. Then a profession card, on one side a picture, equipment, a 1 and 2 modifier, two moves. I would take out the most complex moves, like spells and probably shapeshidting. We can use simpler moves, like the ones Peter J​ wrote, or even something more focused

  11. Something I read somewhere else would be an easy way to do the stats: Each stat starts at 0. Roll 3d6 for each. For each even number rolled add +1 to that stat. Gives 0 to + 3, but no – 1, so if you wanted – 1 to + 2, subtract 1 from the total.

  12. You know what would work using this system? Dirk Detweiler Leichty ‘s Rogue, Warrior, Sage. With a bigger pool of abilities, it could work.

  13. I didn’t notice this post, but coincidentally, I have made playing cards which hold two classes per side. Stats and related basic/special moves are on 6 other cards, and dice results on 12 others. You need a pencil and paper to use them but the whole lot fits in your wallet. I was inspired by ButtonShy’s competition.

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