First of all – THANK YOU, guys, for backing and making this FUN TRPG!

First of all – THANK YOU, guys, for backing and making this FUN TRPG!

First of all – THANK YOU, guys, for backing and making this FUN TRPG! I was searching for the whole 2012 for The Game, both to introduce new people to RPGs and to have no headache about GMing and preps. I live in Russia, and there’s a really small community of actual players and GMs, so I decided that it’ll be much easier to “convert” my real mates into a dungeon crawlin’ squad:)

So, I missed your Kickstarter but I’ve bought a PDF and was actually shocked, cause you’ve nailed it! I’ve been playing different stuff since 97 maybe, and every year since then fantasy games became more and more hardcore and tactics/builds/balance oriented, and lot of good PC games and new consoles added some casual feel to gaming itself, in any form, so hardcore went deeper underground. After all, MMORPG took all my friends interested in tabletop playing and there were no FUN things on a tabletop market. Easy and fun. And finally – a solution! Fast and really clear system, comfortable level of maths and rules and many features to choose from, free flow of both narrative and crunch, and the most important – the feel reminds me of my favorite campaigns in the past:) So THANK YOU one more time. It was a really big quest to find your game.

Though, I have a couple of questions/ideas:

1. How can any DW progress beyond +3/-3 modifiers with 2d6 roll? Cause -3 it’s ok, but with +4 you’ve never get fail, so… I have an idea, but I’m not sure that it’ll suite quite well. And if there is any reason to do that at all?

2. I really appreciate the fact, that we can freely add moves and classes and so on, but I hope that this book is just the beginning of your game development, right? Are you going to release any supplements in Q1/2013?

3. Defy Danger is an absolutely beautiful solution for any kind of… em.. dangers:) But as I understood, all the character’s interactions within the game world in a “positive way” are provided through their class moves or special moves. In theory, for making some potions/weapons etc. or dealing with anyone or other stuff like “not-killing-not-evading” there are lots of specialized moves. What if simplify some of them to Try It or Overcome and make it also depending on  basic attributes? Roll + str for all the bullying/breaking stuff, roll + dex for all the cunning/speedy stuff and so on. Cause sometimes there is no fighter in the party, but there are some situations when you need to bend some bars. Literally 😀 And it could help newbies to start improvising… 

Sorry for such a big post, but I’m just too excited about DW and that’s it:) 

Hi all

Hi all

Hi all

When I GM’ed a D&D 4e campaign some two years ago, I made this custom monster, the Siege Troll. It was one of the best boss battles I ever made.

That was D&D. Now I’ve converted it for Dungeon World, for the joy of the entire community. If you like sieges in your campaigns, then I can highly recommend spicing it up with an over-sized troll, flung over the defenses by catapult!

You like that idea? Well, then click the link below and tremble in fear at the mighty Siege Troll!

http://partialsuccess.wordpress.com/2012/12/21/tremble-in-fear-2/

The updated version of my Dungeon World adaptation of the classic AD&D module “The Sinister Secret of Saltmarsh” has…

The updated version of my Dungeon World adaptation of the classic AD&D module “The Sinister Secret of Saltmarsh” has…

The updated version of my Dungeon World adaptation of the classic AD&D module “The Sinister Secret of Saltmarsh” has now been uploaded.

You can get it free at the link below or on RPGNow soon (the file hasn’t gone live yet). It’s called ‘The Haunting of Highcliffe’. #dungeonworld  

Some questions:

Some questions:

Some questions:

(1) What’s the mindset behind having the GM not make any die rolls?

(2) Has anyone run or played in a DW game with only two PCs? The book says 2-5, and if I do this thing I’d like to do, I’d only have two PCs, the minimum. Any tips for such a small party?

(3) This is going to sound like a very D&D-ish question, but when it comes time for combat, is there a rule of thumb for “balancing” the number of monsters against the size and/or average level of the party?

Heard something cool from John last night: he’s planning on updating World of Dungeons and making it creative…

Heard something cool from John last night: he’s planning on updating World of Dungeons and making it creative…

Heard something cool from John last night: he’s planning on updating World of Dungeons and making it creative commons!

Just purchased the pdf from drivethrurpg and I have to say, I like what I have read.

Just purchased the pdf from drivethrurpg and I have to say, I like what I have read.

Just purchased the pdf from drivethrurpg and I have to say, I like what I have read. Not 100% I “get” how to play the game yet though.

I intend on running a game of this for my brothers when we are together on Christmas, any tips for the first session? I have already printed the character sheets, made copies of the basic moves sheet and read through the guide.

Question: how do you model a monster that is particularly agile and dodges in combat?

Question: how do you model a monster that is particularly agile and dodges in combat?

Question: how do you model a monster that is particularly agile and dodges in combat? extra hp? extra armor? how can it be a move? 

I worked these tables out for personal use, cause I love random character generation. And figured I’d share!

I worked these tables out for personal use, cause I love random character generation. And figured I’d share!

I worked these tables out for personal use, cause I love random character generation. And figured I’d share!

Roll a d6 for your highest stat (16):

1 – Strength

2 – Constitution

3 – Dexterity

4 – Intelligence

5 – Wisdom

6 – Charisma

You now have five unassigned attributes: Roll a d20 and assign your 15 and 13, respectively, to:

1 – 1, 2

2 – 1, 3

3 – 1, 4

4 – 1, 5

5 – 2, 1

6 – 2, 3

7 – 2, 4

8 – 2, 5

9 – 3, 1

10 – 3, 2

11 – 3, 4

12 – 3, 5

13 – 4, 1

14 – 4, 2

15 – 4, 3

16 – 4, 5

17 – 5, 1

18 – 5, 2

19 – 5, 3

20 – 5, 4

You now have three unassigned stats. Roll a d6 and fill them in as follows:

1 – 8, 9, 12

2 – 8, 12, 9

3 – 9, 8, 12

4 – 9, 12, 8

5 – 12, 8, 9

6 – 12, 9, 8

For bonus points, also considering choosing your class (and/or race, name, look, alignment, gear, and bonds) at random as well.

Splitting Armor into Armor and Dodge

Splitting Armor into Armor and Dodge

Splitting Armor into Armor and Dodge

Adam recently posted a move which gave you Armor equal to your CHA under certain circumstances (https://plus.google.com/112484087750169360510/posts/HkSBdGiJzHf). It got me thinking about the awkward double role that Armor plays as representing both your chances of being hit and your protection when hit.

This dual role would be fine except that there are chunks of the rules that interact oddly depending on the source of your Armor. For example, the Angel’s ability to bypass Armor with its burning sword doesn’t make much sense if the Armor comes from your winning personality.

You could adjudicate this on a case-by-case basis, but (1) that’s an interruption that we don’t need and (2) sometimes that stuff is obscured (for example, a monster entry won’t tell you what share of the Armor comes from protection and what share from dodging).

The change I’d suggest is to split Armor into Armor and Dodge. Both stack and reduce damage. Weapons that pierce or ignore Armor do not bypass Dodge. Area weapons could then bypass Dodge. Moves like Underdog would give additional Dodge rather than additional Armor.

You could even create a third type, ‘Deflect’, which would reflect force fields and so on that aren’t vulnerable to piercing or to area effects, but that’s probably a step too complicated.

What do you think?