Here’s my advice for gamers who are new to Dungeon World:

Here’s my advice for gamers who are new to Dungeon World:

Here’s my advice for gamers who are new to Dungeon World:

Forget that you’re playing a roleplaying game. Just sit around with your friends and tell a story. Describe it just like you would a movie. If you’re the GM, try to make the villains, scenery and minor characters as awesome and weird as possible. If you’re a player, make your character as awesome as you can, and make the other players’ characters awesome, too.

Every now and then, you’ll say something that triggers a move. Moves add elements to the story to make it cooler and more interesting. Sometimes the move will have you roll dice. After making the move, get back to telling the story as soon as possible, and again forget that you’re playing a roleplaying game.

Hey there, I’m looking to get on board this train. The system looks so much cleaner than 3e, 5e, 4e, whatever!

Hey there, I’m looking to get on board this train. The system looks so much cleaner than 3e, 5e, 4e, whatever!

Hey there, I’m looking to get on board this train. The system looks so much cleaner than 3e, 5e, 4e, whatever!

Noob question for which there doesn’t seem to be a lot of details on the net – is the print book any different from what’s in the SRD book? Also, I read the advice here ( http://www.dungeon-world.com/category/bonus/tools/ ) – any other good resources for new groups?

I’m going to be doing my best to not bork this the way I screwed up Burning Wheel by running it too much like D&D, rolling for every action instead of for each significant event!

http://www.dungeon-world.com/category/bonus/tools/

Planarch planning: I think our Dis job board will contain a lot of subcontracting jobs for the Sultana’s Postal…

Planarch planning: I think our Dis job board will contain a lot of subcontracting jobs for the Sultana’s Postal…

Planarch planning: I think our Dis job board will contain a lot of subcontracting jobs for the Sultana’s Postal Service. 

It’ll have fewer jobs for Lara Croft, but more for Phillip J. Fry.

Dungeon World Kickstarter pack made it all the way over to sunny, hot Australia.

Dungeon World Kickstarter pack made it all the way over to sunny, hot Australia.

Dungeon World Kickstarter pack made it all the way over to sunny, hot Australia. The postage box was badly beaten but everything inside was perfect. 

The hardcover’s beautiful to hold, the scout books are a great format, the notebook is sweet, and the shirt fits great. Wowsers!

Best Kickstarter eva!!

So, Bonds.  I’m three sessions into a DW game, and none of my players have chosen to resolve a bond yet.  None of…

So, Bonds.  I’m three sessions into a DW game, and none of my players have chosen to resolve a bond yet.  None of…

So, Bonds.  I’m three sessions into a DW game, and none of my players have chosen to resolve a bond yet.  None of them seemed too inspired by the choices at the start of the game.  And they rarely choose to roll Aid, so Bonds are kind of just lying there like dead fish in our game.  I think they’re not really getting how to make them fun or interesting, and I’m not sure how to explain it.

Do y’all get a lot of action out of Bonds in your games?

Related, in a comment below Marshall Miller wrote about Madness bonds that “You would want to have things that triggered your madness or find ways of acting on your madness in the game because you couldn’t get XP at the end of the session if you didn’t interact with or resolve your madness.  If the end of the session comes up and you look back and your madness hasn’t come up, you are neither hurt nor benefit from your madness.”  As I read the rules, you only get xp if you resolve a bond, but maybe it would be more interesting if they were like alignments, and you could get xp for just having them come up in play.  Do any of you play it that way?  

Allowing an xp for each bond might be too much, but maybe one xp if any of your bonds come up would work out.

Yay!

Yay!

Yay! My softcover arrived yesterday! Unfortunately, the tight-fitting bubble-envelope it came in was not kind to it at all.  🙁  Front and back, the edges of the cover are all dinged up. On the front, the bottom right corner is dented enough that the first 20 pages or so are slightly dog-eared and on the back of the book, the top left corner looks like it got folded over at some point (there is a crease across the corner about one inch long), leaving some of the pages there dented as well. Overall, I am happy to finally have a physical copy to read, but I feel like I ended up with a used book from a second hand store. Is anyone else seeing any problems with the shape their softcover arrived in?

An interdimensional portal opened over the west coast of Ireland yesterday and disgorged a copy of Dungeon World…

An interdimensional portal opened over the west coast of Ireland yesterday and disgorged a copy of Dungeon World…

An interdimensional portal opened over the west coast of Ireland yesterday and disgorged a copy of Dungeon World through my letter box.

Lovely word that, disgorged.

Speaking of the Manual of Madness, here’s a draft of the first 5 pages.

Speaking of the Manual of Madness, here’s a draft of the first 5 pages.

Speaking of the Manual of Madness, here’s a draft of the first 5 pages. Page 5 has a rough outline of horror moves based on things posted in related threads so far, but there’s still room for expanding or consolidating it and I haven’t started contacting people yet about using their work (plus all titles are just placeholders). I just received a great horror move from Jerome Larre, for example, and will include as many as (1) we have room for, as long as they (2) aren’t largely redundant of other horror moves. My hope is that all the moves feel relatively distinct in play, and will work with authors to that end.

http://corvidsun.files.wordpress.com/2013/02/manmad-021213.pdf