A new GM asked for my help in preparing for a Dungeon World game; I made this one-sheet guide to help them.

A new GM asked for my help in preparing for a Dungeon World game; I made this one-sheet guide to help them.

A new GM asked for my help in preparing for a Dungeon World game; I made this one-sheet guide to help them. Perhaps it can help others? Is there anything else you’d add to the sheet?

https://drive.google.com/open?id=1r5WLWU42_UPMhpH0xJRuF_gjpObloXrp

https://drive.google.com/open?id=1r5WLWU42_UPMhpH0xJRuF_gjpObloXrp

The steading system is great, and not just for Dungeon World; Check out how I used it to make a random and living…

The steading system is great, and not just for Dungeon World; Check out how I used it to make a random and living…

The steading system is great, and not just for Dungeon World; Check out how I used it to make a random and living setting for my Savage Rifts game!

http://boredandsorcery.blogspot.com/2016/01/mapping-to-see-what-happens.html

Version 1 of Ben Wray’s hexcrawl.

Version 1 of Ben Wray’s hexcrawl.

Version 1 of Ben Wray’s hexcrawl. The setting is post-apocalyptic trans-dimensional, so steadings have American names, and cursed places are the result of portal pollution. This is going to be complicated, the PCs are probably going to ignore most of it, but it’s super exciting.

My favorite thing about Dungeon World is the conflict resolution system.

My favorite thing about Dungeon World is the conflict resolution system.

My favorite thing about Dungeon World is the conflict resolution system. So many of these in other games seem binary – someone (either a PC or a NPC) makes a roll; they either pass/succeed or fail. If they succeed, the thing they wanted to happen happens. If they fail, nothing happens. In Dungeon World, you have specific and fun outcomes to your rolls, finding “nothing happens” absent. These days, I find other games hard to play because of that binary pass/fail system.

Has anyone else experienced this? Am I playing these other games with the apparently binary conflict resolution wrong? Has anyone tried using GM moves – or the general principle of a failure always having an interesting if complicated or dangerous outcome – over to other games? Does it work?

Critics needed!

Critics needed!

Critics needed! I wrote a custom move for an upcoming Funnel World game in which a mob of peasants encounter beastmen led by chaos priests who shoot bolts of mutating energy. I wanted to write a move that made it possible for a peasant to gain an interesting mutation or even become a monster. It would be fun turning a PC into a monster in the middle of a fight, and I don’t really see a GM move that would allow for such a thing…

Should the components of this move (gaining mutation, becoming a monster) be monster moves instead? Is it fun and fair to turn PCs into monsters because of one failed roll?

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When you are struck by the warping energies of chaos, roll+WIS.

10+ You are shaken, but maintain control of your body and mind.

7-9 Your mind is still your own, but your body warps – gain a random mutation.

6- Chaos consumes you! Gain two random mutations and become a beastman.

First Vault World Compendium Class; any suggestions for better/more interesting moves, or move names?

First Vault World Compendium Class; any suggestions for better/more interesting moves, or move names?

First Vault World Compendium Class; any suggestions for better/more interesting moves, or move names?

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GLOWING ONE

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When you are a ghoul and experience a truly immense amount of radiation (from direct nuclear blast, spending a few months inside a reactor or at ground zero, spending days inside of a functioning reactor, etc.), the next time you level up you may choose this move:

RAD-SINK

When you are exposed to radiaton, roll 2d6+CON. On a 10+, hold 3. On a 7-9, hold 2. On a 6-, hold 1, and the GM will tell you what happens. You may spend this hold, one for one, to do the following:

>Heal yourself of 1d4 damage

>Cause 1d4 points of radiation damage to everything within reach

>Contaminate your immediate area with radiation

If you have Rad-Sink, these count as optional moves for you; you can choose from them when you level up:

MELTDOWN

You may spend a hold from Rad-Sink to create a hand-sized burst of energy, hot enough to melt steel, causing 1d10 damage.

EMP

You may spend a hold from Rad-Sink to blast an electronic machine with EMP; choose whether it loses 1d10 hit points or malfunctions (the GM chooses the malfunction).

RAD-SPONGE

When you use Rad-Sink, you may choose to take one extra hold to deplete the ambient radiation from your surroundings, affecting an roughly equal to your level in meters.

FOLLOWERS OF THE GLOW

When you use the Recruit move, you may declare that you’re only looking for ghouls to gain +1 to the roll.

MUTUALLY ASSURED DESTRUCTION

You may spend a hold from Rad-Sink to create an intense burst of heat and energy, dealing 1d12 damage to everything within reach, but you lose an equal amount of hit points.

I’m so freakin’ excited to play the second session of Vault World, my group’s Fallout hack of Dungeon World (with…

I’m so freakin’ excited to play the second session of Vault World, my group’s Fallout hack of Dungeon World (with…

I’m so freakin’ excited to play the second session of Vault World, my group’s Fallout hack of Dungeon World (with that sweet Funnel World start and that smooth Class Warfare finish). Check out the resources I’ve prepared so far!

https://drive.google.com/folderview?id=0B_eRFli0PMXuM0ozWGVuckZXSTA&usp=sharing

I’m working on a DW hack wherein the players are pre-Xmen mutants in the year 1943, air-dropped into Germany,…

I’m working on a DW hack wherein the players are pre-Xmen mutants in the year 1943, air-dropped into Germany,…

I’m working on a DW hack wherein the players are pre-Xmen mutants in the year 1943, air-dropped into Germany, fighting the Nazis; imagine Wolverine and Mystique wearing stolen German uniforms, working together to infiltrate Castle Wolfenstein.

One thing I wanted to do was to increase the usefulness of bonds, because it seemed a very Xmen thing to do. I also wanted to reduce the supernatural element of Dungeon World. So here’s a pair of moves to replace Last Breath… what do you think?

FALLING IN BATTLE

When you reach zero hit points, you have fallen in battle. It’s unclear whether you’re dead or dying, but you can’t survive unless an ally comes and saves you.

SAVE A FALLEN ALLY

When you Save A Fallen Ally roll 2d6 + the number of bonds you have with that ally. On a 6-, they’re dead. On a 7-9, they suffer a permanent injury (randomly pick a stat, reduce it by one permanently, describe how this happens). On a 10+, they’re unconscious and badly hurt, but can be completely healed in time.

Monster Quality Question: The Orc Warchief has the quality “Divine protection from mortal harm.” What does that mean?

Monster Quality Question: The Orc Warchief has the quality “Divine protection from mortal harm.” What does that mean?

Monster Quality Question: The Orc Warchief has the quality “Divine protection from mortal harm.” What does that mean? What counts as mortal harm? Has anyone used this monster before?

I take it to mean that things that normally threaten mortals – stabs, broken bones, punctured organs, burned flesh, poison – have no effect on this monster. Won’t players rail against this? Is this fair? How are the adventurers supposed to kill this monster and take his treasure?

The only solution I can think of is the “divine” part of this quality; let the players beseech the gods and ask for their own divine help, and let a god that rivals the Warcheif’s aid them in the killing of this particularly tough monster.

My game will soon feature a great throng of zombies shambling their way right towards the player characters; rather…

My game will soon feature a great throng of zombies shambling their way right towards the player characters; rather…

My game will soon feature a great throng of zombies shambling their way right towards the player characters; rather than spend several sessions making hack and slash rolls, I spewed out these custom moves. I’d love your feedback; are these fun? Are they dangerous enough?

When you fight the zombie horde, roll 2d6+STR

10+ choose 2

7-9 choose 1

You avoid being caught by the zombies

You land a meaningful hit, roll damage against a zombie.

You maintain your position in the face of the zombie horde

You help another person escape the zombies

When you’re caught by zombies, roll 2d6+STR

10+ You escape their grasp

7-9 You aren’t mauled or eviscerated, but they worsen your position – pin you down, take a weapon away, etc.

6- The undead horde tears you to shreds and feasts upon your bits