This idea and process originated from Quinn’s article here

This idea and process originated from Quinn’s article here

This idea and process originated from Quinn’s article here

http://www.thoughtcrimegames.net/gameable-cultur/

I loved this one in the comments from David Mayeux

-We are nomadic herders of the great Auroch.

-We trade auroch leather and meat to the Sirrayya for metal weapons (especially arrowheads) and flour, and we trade milk and secrets to the Lara’dor for artisan goods (such as locks) and honey.

-We exile all children with physical deformities, except those born blind; they are honored as seers.

-We carry the bones of our dead with us until we return to the Sacred Caves.

-We leave out honey cakes and auroch’s milk each night to the Awnwynn who guard our dreams and our herd.”

I’ve just attempted to turn it into some random tables. It’s not complete so feedback would be great at this point.

I was particularly unsure about the sub categories and where items should go. Where does gender really fit in?

Edit: I also mangled the formatting a bit. Sorry Jason!

https://www.dropbox.com/s/9sl8n5daij653cz/Generating%20Culture.pdf?dl=0

What’s the players goal in Dungeon World?

What’s the players goal in Dungeon World?

What’s the players goal in Dungeon World?

I’m going to say that the GM principles and agenda are essentially a conversational guide, it is the goal of the GM.

Would it be wrong to assume that there is a hidden, or non explicit set of principles and agendas for characters? (I’m making a distinction here, we’re all players, but some are characters and others and GMs)

I’ve not been enjoying using the see what they find “move”.

I’ve not been enjoying using the see what they find “move”.

I’ve not been enjoying using the see what they find “move”.

So perhaps an alternative idea.

See what they find.

Roll +(?)

On a 10+ pick 3 on a 7 – 9 pick 2. on a 6 or less, GM makes a move

1: You move closer to your goal

2: You make a discovery

3: It doesn’t take long (consume fewer resources or none at all?

First move i’ve ever written, so i’m not entirely sure what to include.

It’s obviously moving away from the games style. I just think that the dungeon delving method could be done in much the same manner as the overland adventure.

I think I read a discussion here about moves which cross over into the GMs responsibilities.

I think I read a discussion here about moves which cross over into the GMs responsibilities.

I think I read a discussion here about moves which cross over into the GMs responsibilities. Where the move or the way the GM implements it, gives the player control over elements of the game that was unintended. Does anyone remember who was talking about that?

Freebooters obviously uses some of the material from dungeon world and the perilous wilds.

Freebooters obviously uses some of the material from dungeon world and the perilous wilds.

Freebooters obviously uses some of the material from dungeon world and the perilous wilds. Does this include some moves? I’ve noticed that there isn’t any parley equivalent in the game, besides negotiate. I feel as though they fulfill different roles.