I’m showing off again.

I’m showing off again.

I’m showing off again. Sorry. After making the Hunter’s Kits for Monster of the Week, I was compelled to do something similar for Dungeon World. Metal cases didn’t say “fantasy” though.

So I made leather pouches for the play aid cards. (At least I think it’s leather. It might be suede, as it’s pretty soft material.) Hand cut and hand stitched, with the Basic Moves and most frequently used Special moves compressed down to 20 business cards. All that’s left to do is thread a wrapping cord through those gromets so the pouch will stay closed.

Using index cards with room/danger descriptions and GM Moves written on them as a random dungeon generator.

Using index cards with room/danger descriptions and GM Moves written on them as a random dungeon generator.

Originally shared by Adrian Thoen

Using index cards with room/danger descriptions and GM Moves written on them as a random dungeon generator. Write a whole bunch out in preparation, and then when players move into a new area, flip a card to reveal the next room!

The idea is stolen from the upcoming +inverse world book by Jacob Randolph and Brandon Schmelz

On the cards:

Burning Chasm

Molten rock flows through fissures down into the river of lava at the bottom of the chasm. Thick, black smoke rises from the molten river below to choke those that attempt to cross the chasm.

Instinct: to burn them

-Halt them with a wide gap.

-Endanger them with molten lava.

-Choke and blind them with black smoke.

Crumbling Cave

The cave’s walls and ceiling shudder and rain pebbles & stones with alarming regularity. Darkness extends beyond the light of your party, and you can hear echoes of rustling movement out in the darkness…

Instinct: to suffocate and crush in darkness

-Rumble and rain pebbles ominously.

-Separate them or endanger them with a cave in.

-Spew forth your inhabitants.

-Extinguish their light.

Quick question about Thief’s Heist move.

Quick question about Thief’s Heist move.

Quick question about Thief’s Heist move.

At the end, it says… “When acting on the answers you and your allies take +1 forward.”.

So, every involved PC get a single +1 while “on the plan”, for every answer they can work on?

Example: we have a Thief, a Warrior and a Mage. Thief discover that “Powerful defense is the big reinforced door”, and “The king will notice the treasure is missing”.

Now they have to pass the door. Thief try to lockpick, he gets +1, but he fails. Warrior want to destroy the door, he gets +1, but fail. They want to retry, maybe they can, but this time they get no more “+1”, right?

They are in. While the Mage and the Warrior take the treasure, the Thief want to speak with the king, creating a hoax about the treasure being moved for security issues, so the king will not be suspicious, at least for a while… 😀

Here the Thief is getting another “+1” ’cause he’s using another answer, or he gets no “+1” ’cause he used before, with the door, and the move says “+1 foward”?

Thanks in advance, Sage LaTorra and Adam Koebel 

A weird project but it might be helpful for a lot of people.

A weird project but it might be helpful for a lot of people.

A weird project but it might be helpful for a lot of people. Haven’t finished reading it but i do not agree with everything in there. The spirit is good however and it could be helpful for d20 people. 

http://www.reddit.com/r/DungeonWorld/comments/1hwnrn/conversion_notes_for_d203epathfinder_players/

Don’t forget Thief Week.

Don’t forget Thief Week.

Don’t forget Thief Week. 

Sadly i can’t invite everyone per hand…

Originally shared by T. Franzke

Class Week is a chance for all the people that love Dungeon World to come together and be creative. Let’s share new content for the given class and discuss it’s fictional and mechanical possibilities. Let’s check the moves again in depth and see what can be done with them if applied creatively.

Any rules questions about them? We got you covered. 

Class Week runs at the last of  every month. 

July – THIEF WEEK! 

Here are some suggestions of things from the community:

Puzzles.

Magic devices.

Applications for the Heist move.

Organizations as monsters?

Deconstruction of the archetype.  Why “Thief” and not “Rogue” or “Specialist” or w/e

What happens to thieves who steal from gods? (Maybe deal with Promethean themes.)

New poisons could be a lot of fun

I like the idea of discussing which fictional advantages the thief should be able to know. Like most classes would  _have to look through a room in_ depth to discern realities for a trap door, while a thief would merely have to _glance around to trigger the same  move._

How the class could do roles of ninja, assassination, mob boss, or beguiling con man.

Alternate/expanded roles might also include highwayman, pirate, spy, or detective.

Another thought is a way to get leverage for parley at a risk to the thief. The Phisher gambit. 

Examples of Suspicion, Danger, and Cost for Tricks of the Trade.

Maybe some expanded thoughts or rules on loot (its value, where to fence it, etc)

_Alternatives to the poison  moves, because none of my thief players have ever used that._

_Examples of different Thieves Guilds and how to join, what they do._

Grifting for Fun and Profit

_I’d like to see a discussion of the Thief’s use of poisons._

Varieties of law enforcement (town guards, bounty hunters, mystical guardians). And different ways for characters to deal with them (bribery, corruption, truce). Good for both organized crime and individual Thieves!

“Official Schedule” of X Week

22.-28 Juli – Thief Week

26-1. August – Wizard Week

23.-29. September – Paladin Week

21.-27. Oktober – Bard Week

25.-30. November – Ranger Week 

16-22. December – Cleric Week (earlier because of holidays)

Check out the Hashtags #FighterWeek  and #DruidWeek  for bygone ClassWeeks. 

events/cc2tld3q0mkc76p1j73uhtv10pg

Sorry for the late Announcement but Thief Week starts next week.

Sorry for the late Announcement but Thief Week starts next week.

Sorry for the late Announcement but Thief Week starts next week. 

Originally shared by T. Franzke

Class Week is a chance for all the people that love Dungeon World to come together and be creative. Let’s share new content for the given class and discuss it’s fictional and mechanical possibilities. Let’s check the moves again in depth and see what can be done with them if applied creatively.

Any rules questions about them? We got you covered. 

Class Week runs at the last of  every month. 

July – THIEF WEEK! 

Here are some suggestions of things from the community:

Puzzles.

Magic devices.

Applications for the Heist move.

Organizations as monsters?

Deconstruction of the archetype.  Why “Thief” and not “Rogue” or “Specialist” or w/e

What happens to thieves who steal from gods? (Maybe deal with Promethean themes.)

New poisons could be a lot of fun

I like the idea of discussing which fictional advantages the thief should be able to know. Like most classes would  have to look through a room in depth to discern realities for a trap door, while a thief would merely have to glance around to trigger the same  move.

How the class could do roles of ninja, assassination, mob boss, or beguiling con man.

Alternate/expanded roles might also include highwayman, pirate, spy, or detective.

Another thought is a way to get leverage for parley at a risk to the thief. The Phisher gambit. 

Examples of Suspicion, Danger, and Cost for Tricks of the Trade.

Maybe some expanded thoughts or rules on loot (its value, where to fence it, etc)

Alternatives to the poison  moves, because none of my thief players have ever used that.

Examples of different Thieves Guilds and how to join, what they do.

Grifting for Fun and Profit

I’d like to see a discussion of the Thief’s use of poisons.

Varieties of law enforcement (town guards, bounty hunters, mystical guardians). And different ways for characters to deal with them (bribery, corruption, truce). Good for both organized crime and individual Thieves!

“Official Schedule” of X Week

22.-28 Juli – Thief Week

26-1. August – Wizard Week

23.-29. September – Paladin Week

21.-27. Oktober – Bard Week

25.-30. November – Ranger Week 

16-22. December – Cleric Week (earlier because of holidays)

Check out the Hashtags #FighterWeek  and #DruidWeek  for bygone ClassWeeks. 

events/cc2tld3q0mkc76p1j73uhtv10pg

This is a quick first draft of rules for alternative character creation.

This is a quick first draft of rules for alternative character creation.

This is a quick first draft of rules for alternative character creation. Sage and Adam have said that you could do the game without classes by just having people choose freely from the available moves. This tries to codify that and make it consistent.

I’ve (mostly) avoided making judgment calls about what moves are more powerful than others. I didn’t really want to get into whether Ritual is more or less powerful than Arcane Art. Everything is just one slot except the moves that have to go together, where it’s still one move/slot, but you take them at once. (There’s one exception: you’ll find it if you look, but I think it makes complete sense.)

To make this work I’d need to build gear packages or come up with some other simple gear solution. I am NOT inclined to give people a set amount of money and let them shop.

Thoughts and feedback welcome, and if someone beat me to this, I’d love to see what you came up with.

Has anyone had luck using DW resources on an iPhone?

Has anyone had luck using DW resources on an iPhone?

Has anyone had luck using DW resources on an iPhone? The PDF doesn’t play nicely with GoodReader due to its large margins, and the SRD site (http://book.dwgazetteer.com) also has issues on iOS. Specifically, the sub-headings on the menu can’t be clicked, so the text is inaccessible.

http://book.dwgazetteer.com

Eustace Keeper’s family have owned this farmland for generations, and his ancestors have made a living the same way…

Eustace Keeper’s family have owned this farmland for generations, and his ancestors have made a living the same way…

Eustace Keeper’s family have owned this farmland for generations, and his ancestors have made a living the same way Eustace has: milking cows and selling adventurers the secret of how to pass through the magical gate in his top field, and into a far-away dungeon. 

For 20 coin per head (becoming rapidly more if the adventurers are rude or try to haggle), Eustace will tell visitors that each traveller needs to smear some of their blood on the stone archway to allow them to pass through it, back and forth. 

If he or his family are threatened, Eustace will tell them the secret freely. And once they’ve passed through, he will fetch a bucket, wash the offender’s blood from the stone, and trap them in the dungeon forever.