Introduced my two sons to Dungeon World tonight. I’ve done some minor role playing things with them over the years, but always the “kiddie version.” This was full blown DW and as others have reported the conversational tone of the game made it so easy for them to get right into the swing of things.
What was interesting to see was how they almost NEVER just attacked or cast a spell. There was alwasy a story based effect they were trying to achieve. Amazing to see what happens without the preconceived notions that come from having played other games. Perfect example, I let them come up with what magic items they found on the main bad guy they defeated and my younger son immediately describes a Necklace with a mirror inside that will show you a hopeful future… I have no idea what that will do exactly, but what a concept.
Looking forward to seeing what happens as their adventure continues.
In our game last night, Matthew Everhart did something fairly awesome.
In our game last night, Matthew Everhart did something fairly awesome. The Wizard had just failed his Last Breath roll. Our dwarven Necromancer was coincidentally communing with his dead ancestors at that moment (therefore already projecting his consciousness into the worlds beyond) and suggested that he would interpose himself on the Wizard’s behalf and negotiate with Death – esentially aiding the Last Breath move.
Mechanically that brought the 6 up to a 7 and Death’s bargain was that the Necromancer was now responsible for helping the Wizard mend his evil ways and that if he failed, their fate would be the same (decidely hotter in the afterlife.)
It should be noted that our Necromancer is more of a Death Priest whose mission is to help others transition into the next world.
Thought this was a cool development and a wonderful moment. Play to find out what happens indeed.
As I’m getting used to Dungeon World, I drafted up a chart showing the probability of outcomes based on your bonus…
As I’m getting used to Dungeon World, I drafted up a chart showing the probability of outcomes based on your bonus (+3 to -1) and it reinforces my latest epiphany around when to call for dice rolls. If you even suspect they should just be able to do something, let them do it without a roll.
Rolls don’t represent your chance to do something the way they do in other games – I would think of it in the inverse – they are the chance that something untoward happens.