Alignment. I’m going to be frank, I wasn’t brought up around Dungeons and Dragons so I don’t really get it.

Alignment. I’m going to be frank, I wasn’t brought up around Dungeons and Dragons so I don’t really get it.

Alignment. I’m going to be frank, I wasn’t brought up around Dungeons and Dragons so I don’t really get it.

I’ve made up some new alignments, no better than the originals, but different and easier understood by me. The experience option for characters would use the originals and ignore the true alignment, or new options could be made as needed.

My question is, what are your views on alignment and their place in Dungeon World?

https://docs.google.com/document/d/1YuZ2Vs-4fQT2ezMyDIiwje8g1RJqEAXB9dnuYo5iy9U/edit?usp=sharing

Hello everyone, this is my first post.

Hello everyone, this is my first post.

Hello everyone, this is my first post. Having run a couple of sessions with my mates I’ve made a bit of a weapon list. So you can have a look if you like. 

That isn’t my main point though, I’m just wondering how potent a tag should be, do they need to be mechanical, or is flavour enough? To be honest, it seems to be enough; if a tag can make a monster or person react differently, I think it is doing it’s job.

For example, a whip has the “disarming” tag, which makes it good at all the things a whip should do. It grant no +1 to anything, the player is just more likely to say “I lash his hand so he drop’s his sword” and for my part I’m inclined to let that happen.

Thoughts?