I’ll be at PAX East with Dungeon World and Fortess of the Ur Mage, if anyone is looking to try them.

I’ll be at PAX East with Dungeon World and Fortess of the Ur Mage, if anyone is looking to try them.

I’ll be at PAX East with Dungeon World and Fortess of the Ur Mage, if anyone is looking to try them.

I was re-reading portions of Dungeon World in prep for a game I’m running for Extra Life and I hit on a great idea.

I was re-reading portions of Dungeon World in prep for a game I’m running for Extra Life and I hit on a great idea.

I was re-reading portions of Dungeon World in prep for a game I’m running for Extra Life and I hit on a great idea.

There are times when character’s competence might work against them. At those times,  Roll + STAT becomes Roll – STAT instead.

Two examples that come to mind:

* That Which Man Is Not Meant To Know. Comprehension of an awful truth threatens your sanity.

* I Don’t Know My Own Strength. You didn’t meant to hit ’em that hard, but you did anyway.

I think this is a nice alternative to a Defy Danger roll under the right circumstances. Though I’m sure there are games (Lovecraftian horror) where you might use it more liberally.

DungeonWorld with dominoes!

DungeonWorld with dominoes!

DungeonWorld with dominoes!

Each player draws two tiles from the pile. Whenever a player would roll 2d6 for a move, they instead play a tile face up and draw a new tile to replace it. If the action plays directly to a bond, the player may instead play a random tile from the pile.

Face-up tiles are not recycled to the pile unless the pile is exhausted or both the 1:1 and 6:6 have been played.

This does the change the distribution of odds a bit. There are only 28 tiles to go ’round and results are removed from the pool as play continues. I feel that you will see low results more often and giving the players a little control over when they hit play help offset that.

I also like the idea that you can hang mechanics on it like I did with the random play and bonds.