The third part of my unofficial Dungeon World trilogy, The Mirkasa Chronicles, is finally complete and has gone to…

The third part of my unofficial Dungeon World trilogy, The Mirkasa Chronicles, is finally complete and has gone to…

The third part of my unofficial Dungeon World trilogy, The Mirkasa Chronicles, is finally complete and has gone to DTRPG to be proof-checked!

All being well, it’ll be available to buy as a Print and/or PDF (along with bundles with my other Dungeon World books) by the end of the week.

Enjoy some sneak previews!

I playing DW with my kids and I thought I’d share one way I’ve been using Undertake A Perilous Journey in our…

I playing DW with my kids and I thought I’d share one way I’ve been using Undertake A Perilous Journey in our…

I playing DW with my kids and I thought I’d share one way I’ve been using Undertake A Perilous Journey in our sessions.

We do loosely connected one-shots as a rule. This allows me to plan lots of variety with regard to adventures. However, I start each session with a narrative hook that incorporates a UaPJ roll by the players.

Example: “You’ve been given a crude map detailing the location of the glowing caverns. Barrio the town blacksmith believes this is where you can retrieve his daughter who has been kidnapped by bandits. The journey will take 3 days and will take you into the Spearpeak mountains.”

Once the players decide on their UaPJ roles, I have each role. Then I invite them to help me create a narrative of the journey based on their rolls.

Then, when natively and mechanically appropriate, I add the following consequences to the players.

If Quartermaster rolls 6- = players are fatigue or sickened due to malnourishment. They begin the session with one narratively appropriate debility or complication (e.g. until you Recover in a safe environment, you have disadvantage on all of your damage rolls).

If Trailblazer rolls 6- = the group has wasted variable time and resources getting lost at key points of the journey. They begin the session with one narratively appropriate debility or the session’s enemies are slightly strengthened due to having extra time to fortify defenses, rest up, etc.

If the Scout rolls 6- = I introduce a single dangerous encounter that must be immediately resolved before arriving at the location. Narratively appropriate consequences are carried forward into the session.

On successful rolls I encourage my kids to tell me cool things they saw and the like, but overall we don’t spend now than 10-15 minutes on UaPJ.

So far this has helped us create a slightly more immersive narrative context than just starting the session entering the glowing caves. I think it helps my kids develop a sense of scope for the world and reinforces non-combat moves and their consequences.

Thought I’d pass this practice along in case someone else finds it useful.

I have a thief who wants to be able to attack from the shadows at range.

I have a thief who wants to be able to attack from the shadows at range.

I have a thief who wants to be able to attack from the shadows at range. Which got me thinking, how do other GM’s handle attacks at range vs. unaware foes?

So let’s imagine a different sort of Hack & Slash, shall we?

So let’s imagine a different sort of Hack & Slash, shall we?

So let’s imagine a different sort of Hack & Slash, shall we?

HACK & SLASH

When you fight in melee, make clear your intent and roll +STR. On a 10+, your maneuver works as well as can be expected, deal your damage if appropriate. On a 7-9, your maneuver works but there’s a catch:

• You’re exposed to the enemy’s attack

• It costs you something (your weapon, your footing, you position, etc.)

• It’s less effective than you planned (if dealing damage, you have disadvantage)

• You cause unwanted harm, peril, or collateral damage

If you fight from a position of relative strength or safety, you chose. Otherwise, the GM chooses.

We gain a move more grounded in the fiction, both in its inputs and outputs. We get a move that can be about fighting for position at least as much as doing damage, which can make disappointing damage rolls less disappointing. We also get a fun little incentive to improve your tactical position when fighting, because of the control it gives you on a 7-9.

We lose the fun choice on the 10+, where the player has to decide if that extra d6 damage is worth the damage/harm, or if if it’s character. We also lose some of the move’s simplicity.

We also potentially lose moves that interact with Hack and Slash as written. Like, how would Smash or Superior Warrior interact with these? Or various magical items?

What do you think?

I’m a relatively new Dungeon World DM.

I’m a relatively new Dungeon World DM.

I’m a relatively new Dungeon World DM. It’s time to bring compendium classes into my campaign. What is the best way to introduce them? Do you let the players help define compendium classes? Do you make them aware of the triggers so their characters can work toward them?

Thanks for the help!

Had anyone attempted to port over class options and feats from D&D 5E to Dungeon World?

Had anyone attempted to port over class options and feats from D&D 5E to Dungeon World?

Had anyone attempted to port over class options and feats from D&D 5E to Dungeon World?

I’m not looking for an exact science, just having more options for my players to choose from within each class.

Ultimately I’d like to have a larger list of options for players as they level up, besides just an advanced move our attribute buff.

From Ironsworn:

From Ironsworn:

From Ironsworn:

INITIATIVE

Initiative is a special mechanic in combat. It reflects who is in control. When you have initiative, you make proactive moves and have more options. When your foe has initiative, they are forcing you to react.

To determine whether you have initiative, follow these guidelines (unless a move tells you otherwise):

• When you score a strong hit, you take or retain initiative.

• When you score a weak hit or miss, you lose initiative.

NPCs do not make moves. When an NPC has initiative, they take actions in the fiction of the scene which force you to react. When you have initiative, you are in control and taking proactive actions to achieve your objectives.

This is just brilliant. I’m so going to use that in my DW games.

I’ve been struggling lately with combat as I felt the monsters/enemies were too passive. I don’t take much spotlight as I pass it around players so the opposition was waiting for a 9- move from a player for me to make a GM move and thus making monsters actually do something.

If I implement a similar initiative mechanic, it codifies in the game that a character can’t take offensive actions until they gain initiative, which narratively allows me, as the GM, to take actions with my monsters.

I’d have each player track if he has initiative or not. If one doesn’t have initiative, I’d consider any monster that is interacting directly with this character has having initiative.

Hi, I’ve started a game of Dungeon World at work this week.

Hi, I’ve started a game of Dungeon World at work this week.

Hi, I’ve started a game of Dungeon World at work this week. One of my players chose the wizard class and said that they want to play as a demon that actually lost its real form and most of its powers and was forced to possess a small goblin to survive, which i thought was a fun idea so we rolled with it. The problem is that I’m a bit stuck on what would be an appropriate race move for a goblin wizard (or a demonically possessed goblin)? He wanted to be able to use his magic to be sneaky so I suggested the ability to control shadows somehow to help with that. for now I said that he takes +1 forward when trying to sneak around in shadows, but it doesn’t really sound like a good racial move to me and I also can’t find any goblin or demon wizard racial moves anywhere online.

Does anyone has a suggestion for an appropriate racial move?

Thanks!

Has anyone come up with custom moves to do mass combat in Dungeon World?

Has anyone come up with custom moves to do mass combat in Dungeon World?

Has anyone come up with custom moves to do mass combat in Dungeon World? Maybe a variation of the follower rules from Perilous Wilds?

I want to focus on the PCs and their actions, but I was thinking of having some moves to flesh out the general flow of the fight in the background.