One of the hardest parts of Dungeon World for me is money.

One of the hardest parts of Dungeon World for me is money.

One of the hardest parts of Dungeon World for me is money. Both as a player and GM, I haven’t figured out how to make coin meaningful. DW characters seem not to need, or even want much gear. Like, nobody’s saving up to buy a +1 longsword. As a player I’ve ended up just accumulating and sitting on big piles of cash with nowhere to spend it.

The main solution I’ve encountered is a sort of forced inflation of the value of coin, like “you need x coin to complete your ritual/ ransom your friend/ pay back a debt,” but there’s less of an intrinsic mechanical value to it.

So, GMs, what opportunities to spend coin do you offer your players? What do players wish they could spend their coin on?

Made some little door tokens in an attempt to insert more spacial information when I lay out dungeons with these…

Made some little door tokens in an attempt to insert more spacial information when I lay out dungeons with these…

Made some little door tokens in an attempt to insert more spacial information when I lay out dungeons with these cards.

I’m excited to be running some DW again, been cranking out more character and map cards.

I’m excited to be running some DW again, been cranking out more character and map cards.

I’m excited to be running some DW again, been cranking out more character and map cards.

Working on a compendium class for a new campaign.

Working on a compendium class for a new campaign.

Working on a compendium class for a new campaign. Playing with it as a way to invite player input on fronts. Looking for feedback before I introduce it to the table. A few moves are designed specifically for the Bard:

Spidermouth Prophet

When you learn the forbidden language of the elder Spiders, gain the move “Spidermouth Prpphecy.” You may take any of the subsequent moves as advanced moves when you level up:

Spidermouth prophecy

When you learn this move, declare three portents of the Spider Queen’s return. Make them as cryptic as you like, but you will know when they come to pass.

[ ] Who must die?

[ ] What lost relic must be recovered?

[ ] What temple, palace or monument must be destroyed?

When a portent comes to pass, declare how it fullfills the prophecy and mark it off.

When you parley with someone using the Queen’s return as leverage, take +portents to your roll.

Calling the swarm

When you petition the eight-legged masses with an offering of blood, they will obey your command.

Silk blessing

When you aid an ally with your arcane art, add “+3 armor forward” to your list of possible effects.

Blood scry

When you taste the blood of a thinking creature, ask the GM what memory it contains.

Edict of poison

When you grant an ally bonus damage with your arcane art, you may also enhance their attack with the effect of any known touch poison.

You also gain knowledge of the following poisons:

Recluse venom (touch): causes painful, disfiguring blisters around the affected area

Widow’s bite (touch): causes the targeted area to spasm or go limp

Ebonfang’s bile (touch): causes immediate numbness in the targeted area

Runic web vigilance

When you draw the rune of vigilance on a place, roll+INT. With 10+, hold 2, with 7-9 hold 1. Spend your hold to:

-observe the place from afar, as though you were present there

-gain +1 forward to discern realities or defy danger within the place

The GM may spend your hold to tell you when someone intrudes upon that place.

Runic web trap

When you draw the runic circle of capture on a place and wish to trap a creature within it, roll+INT. With 10+, you may keep them trapped as long as you maintain your concentration. With a 7-9, choose one:

-They won’t stay bound for long

-You are also bound in place

tentacle beast http://tenthousandmogs.com/wp-content/uploads/2015/09/Chromatic-Tentacula2.pdf

tentacle beast http://tenthousandmogs.com/wp-content/uploads/2015/09/Chromatic-Tentacula2.pdf

tentacle beast http://tenthousandmogs.com/wp-content/uploads/2015/09/Chromatic-Tentacula2.pdf

On “never speaking your move’s name”:

On “never speaking your move’s name”:

On “never speaking your move’s name”:

I struggle with this principle. Under typical circumstances it makes total sense (I want to begin and end with the fiction.) I can agree fully with “usually don’t speak your move’s name.” But sometimes it’s really helpful to provide a hint of the mechanical structure.

Especially when teaching the game, It feels important to create some transparency about what I’m doing as a GM, and always occluding the moves I make clouds that transparency. I want to be accountable to the rules of the game, and it’s hard for that accountability to exist if the other players aren’t sure why I’m saying what I’m saying, or by what rule I’ve been empowered to say it.

So: anybody else out there occasionally speaking their moves’ names? Why do you do it? Why should or shouldn’t I be doing it?

Updated our map, including the brilliantly illustrated Gormand’s Larder from Cédric Plante

Updated our map, including the brilliantly illustrated Gormand’s Larder from Cédric Plante

Updated our map, including the brilliantly illustrated Gormand’s Larder from Cédric Plante

Been using this random table for exploration in our home game, then pinning the map cards to a cork board to build…

Been using this random table for exploration in our home game, then pinning the map cards to a cork board to build…

Been using this random table for exploration in our home game, then pinning the map cards to a cork board to build out the continent.

Originally shared by Dirk Detweiler Leichty

Preview of my next patreon release, sort of a table of contents.

https://www.patreon.com/dirkleichty