Monster block elements in order of importance (to me). Does your priority list differ? Tell me about it.

Monster block elements in order of importance (to me). Does your priority list differ? Tell me about it.

Monster block elements in order of importance (to me). Does your priority list differ? Tell me about it.

1. Name: e.g. Beholder, not “Theodore,” a good name can conjure up a picture. If I have to, I can totally bullshit the rest. Come up with moves and quick stats, that is.

2. Moves (and/or Instinct): what does it do? Some might say Instinct here and I sympathize with that. The point is I need to know how it behaves. Moves and instincts both do that in different ways, but I see moves as a bit more useful/layered.

3. Stats: when is it dead, how much damage does it do? This is so easy to build on the fly that it’s almost not important.

4. Tags: I look here if I need to know something in context. How many more will show up if I use the creature’s “call for reinforcements” move? Is it intelligent enough to know that the wizard is casting spells? Is it planar or magical or religious?

5. Description: this is more for thinking away from the table. It often gives me ideas about stories to build around the creature.

Quick question — how much do you actually use the standard Dungeon Moves (“Change the environment”, “Point to a…

Quick question — how much do you actually use the standard Dungeon Moves (“Change the environment”, “Point to a…

Quick question — how much do you actually use the standard Dungeon Moves (“Change the environment”, “Point to a looming threat”, …), as opposed to just getting by with the basic GM moves?

Have anyone done something about the XP-system?

Have anyone done something about the XP-system?

Have anyone done something about the XP-system?

I like the alignment-statements, though people should come up with their own. (Probably more like drives.)

I’m sceptic with the XP for fail, even though I liked it at first, but it doesn’t seem to encourage the kinds of game I want.

Flags seem interessting, but I really like how ‘bonds’ functions as anchors for session-recaps, and it gets us to talk about the characters relationships.

I think Dungeon World could do well with some more drives for the different classes, like “I’m neutral so I choose these three (among 10ish) XP conditions, or make their own) and a GM I know makes session spesific XP conditions, like “save the princess”, “get the peace treaty signed”, etc…

Are there any who think “XP for fail” works good at the table?

Hey Jeremy Strandberg :)

Hey Jeremy Strandberg 🙂

Hey Jeremy Strandberg 🙂

I was thinking of using the cool example situations you posted here in the past weeks to see how #FantasyWorld would handle them in comparison to vanilla #DungeonWorld.

Would you mind if I did that? Also using the same pictures?

Also, would anyone here be interested in such a side by side comparison?

It’s not meant as a better vs worse kind of thing, but rather as a solutionA vs solutionB scenario. Looking at the differences in approach and design.

I’m in the middle of GMing for the first time (in any game ever)made. Of course, I went home brewbecause why not?

I’m in the middle of GMing for the first time (in any game ever)made. Of course, I went home brewbecause why not?

I’m in the middle of GMing for the first time (in any game ever)made. Of course, I went home brewbecause why not?

Currently, I’m in need of a dungeon I can throw a Minotaur into as the main monster. But I have a full schedule until the next session.

I am wondering if anyone has any recommended dungeons I can download (willing to pay).

Thanks in advance!

Edited a second time, for clarity.

Edited a second time, for clarity.

Edited a second time, for clarity.

On GM-fatigue:

I play mostly PbtA-games (BW, BitD are my other favorites + Fabula, a indie game that is 15+ years in the making of it’s second edition.)

I do find Dungeon World to be quite heavy to run, though, compared to other PbtA-games. Why that is I clearly have no idea. Maybe Fantasy is such a beloved genré, but I lack the knowhow to stay on top*? Maybe some players aren’t suited to my favored playstyle with danger and adventure, and vice versa? Is there som granular stuff about the conversation I am missing?

So, my silly examples that made my question drown aside: Is there a reason why Dungeon World is so difficult (for me) to run (compared to other PbtA-games)?

EDITED x2

*) I am afraid to run The Veil because I feel I don’t have enough experience and knowledge about the Cyberpunk genré a well, though I am not so frightened about The Sprawl.

Quick clarification: when folks are discussing Dungeon World RAW or, playing DW RAW, what exactly does this mean?

Quick clarification: when folks are discussing Dungeon World RAW or, playing DW RAW, what exactly does this mean?

Quick clarification: when folks are discussing Dungeon World RAW or, playing DW RAW, what exactly does this mean? Is that simply playing the game “as originally written” without any home-brew/house rules?

My apologies if this is obvious; I haven’t been active for a bit and I’m seeing the term pop-up quite a lot recently!

Anyone in here based in NYC and looking to play?

Anyone in here based in NYC and looking to play?

Anyone in here based in NYC and looking to play? I’ve got an RPG Meetup running Saturday mornings at 11:00 AM and this month we’re playing Dungeon World! We meet at Hex and Company to play, on the Upper West Side. Love to see some of you there!