The top answer here perfectly explains how DW works. How not making a GM move when needed is breaking the rules.

The top answer here perfectly explains how DW works. How not making a GM move when needed is breaking the rules.

The top answer here perfectly explains how DW works. How not making a GM move when needed is breaking the rules.

I love it.

http://rpg.stackexchange.com/questions/65809/how-to-ask-nicely-in-dungeon-world

You should definitely read this

You should definitely read this

You should definitely read this

The goal here is to give MCs a series of five linguistic diagnostic tools they can utilize to better understand what the hell the players are talking about. These tools work exactly the same at the gaming table as they do in my office, to enhance the quality of communication and put everyone involved on the same page in our imagined space.

This teaches you to ask better questions and get way more out of your first session.

Urban Shadows has a whole subchapter about this and it is great. If you don’t add this to your repertoire you are doing your game a disservice. 

http://apocalypse-world.com/forums/index.php?topic=6989.0

A Tournament Deathtrap Dungeon

A Tournament Deathtrap Dungeon

A Tournament Deathtrap Dungeon

Did anyone get this? I wonder how you can do “tournament” stuff in Dungeon World. The game is just too fluid to have these kinds of contests right? You would need GMs that are really really in synch with each other to offer a sameish level of adversity right? 

Does this module address this? 

https://svdpress.com/store/?product=fortress-of-the-ur-mage

Dungeon World : We’ve returned from our latest adventure with some loot for you: a brand new set of beautiful…

Dungeon World : We’ve returned from our latest adventure with some loot for you: a brand new set of beautiful…

Dungeon World : We’ve returned from our latest adventure with some loot for you: a brand new set of beautiful playbooks. They’re available now as part of your prior purchase, or directly from

https://dl.dropboxusercontent.com/u/3269630/dwdotcom/Dungeon_World_Play_Sheets.pdf

Design by Stefan Grambart 

Notice that these are just redesigns of the playbooks. Not new ones.

Okay, the Immolator is semi-new.  

This applies to Dungeon World as well.

This applies to Dungeon World as well.

This applies to Dungeon World as well.

If you do make players skip rolls; why do you do it?

Originally shared by T. Franzke

A theory on why people use “Say Yes or Roll the Die” in Apocalypse World and games inspired by it.

Disclaimer: I believe that using SYoRtD in AW or related games is not supported by the game. You shouldn’t be doing this by rules as written. Using it can still create a very enjoyable gaming experience. There is no fundamental thing that gets broken beyond repair by doing this. 

I do also believe though, that saying you can do this in a post of a newer player is hurtful to the discussion because it can confuse them and lead them down an understanding of the way the game works that is not intended. If you want to use this in your game; go ahead. I just don’t like it when you don’t mention that this is basically a hack of the game. 

Okay with this out of the way? Why is this happening? 

Dan Maruschak made a great point about it earlier today that I’d like to mention here too: 

“My theory on “say yes or roll the dice in DW” is that “it’s all about techniques!” is the story-gamer-friendly strain of System Doesn’t Matter. People think that any idea that’s good in game X is “a good technique” and therefore something they should import into every game. ” 

This is definitely one of the major reasons, I do however want to propose an additional one.

It creates a better story

Quite often I found people arguing for saying yes with mentioning an example where it wouldn’t be interesting/realistic/good for the story when a character would need to roll for a move and the 6- or 7-9 result doesn’t mix with what everyone else thinks should happen there. They do that because it is better for pacing and for the story as they think of it at that moment.

The problem however; is that AW and others don’t care about “The Story” from what I understand. They care about how interesting and cool characters react to different situations. The story emerges of characters doing cool things in tense situations and succeeding or failing. A narrative arc is not something that you should care about as for the principles. Still a lot of people care about it. 

That is understandable. I think it is a pretty human thing to strive for dramatic build-up and conclusion. AW doesn’t. 

It seems like a lot of people aren’t used to letting go of “The Story” and I don’t really know how to address that in talking about it. It doesn’t help that the texts (that I have read) aren’t very clear about this either. 

Do you think that this need for “telling a story” has a hand in this?

a kind move for a cleric

a kind move for a cleric

a kind move for a cleric

When you call a divine seal of healing on an enemy, roll+WIS

On a 7-9 the next ally that damages that enemy in melee heals 1d6 damage.

On a 10+ any ally that damages that enemy in melee heals 1d6 damage until you remove the mark.

Alternatively that makes a great ongoing cleric spell. That might be better actually. 

Dragon – what is the deal with their “immunity”?

Dragon – what is the deal with their “immunity”?

Dragon – what is the deal with their “immunity”? 

TL;DR: The whole “dragons are immune to normal weapons” thing comes mostly from the 16 HP Dragon example but everyone uses this when explaining things in DW; isn’t that weird?”

The 16 HP dragon is one of the most iconic fights for Dungeon World. A lot of it hinges on the fact that “Dragons are immune to normal weapons”. This trueism has kind of been adopted across the board because the example given in that blog post is so compelling and helpful. 

I don’t know if it should always be true though. Based on the Volley discussion I took a look at the stat block again and there is nothing there that inherently supports that. 

Dragon Solitary, Huge, Terrifying, Cautious, Hoarder

Bite (b[2d12]+5 damage, 4 piercing) 16 HP 5 Armor

Reach, Messy

Special Qualities: Elemental blood, Wings

They are the greatest and most terrible things this world will ever have to offer.

Instinct: To rule

Bend an element to its will

Demand tribute

Act with disdain

Nothing in that statblock directly points to Dragons having that right? No of course such a statblock isn’t everything. There is a lot that is implied with the monster itself but if we look at the

Iron Golem – Special Quality: Metal 

or

Apocalypse Dragon – Special Qualities: Inch-thick metal hide

or 

Swamp Shambler  – Special Qualities: Swamp Form

we have direct example of statblocks pointing out: This can’t be easily harmed. 

The GM in that game (or a player) could have easily established that Dragons are all immune to normal weapons and that is fine. 

I don’t know if that is a trueism we should adopt in every example we use as the book doesn’t directly support that. 

I also like dragons being able to be damaged by normal weapons. The real problem with a dragon is getting close to them and into a position where you can hurt them without getting in danger. Requiring a special weapon also asks a lot and rules out a dragon encounter in a lot of moments. I guess you could just ask your Cleric to  _Magic Weapon_ your Axe but that depends how you have set up Magic Weapon in your fiction. If it is just a slight magical enhancement it will probably not help. If it is a divine blessing that makes the weapon glow with aweful light then it’s different.

Dragons; immune to normal weapons? Yes or No? 

(It depends on your game of course)