Dungeon World is nominally a tabletop game like DnD, but to my mind, is actually closer to improv theatre (or in this case writing). It’s a heavily streamlined game that de-emphasises rules minutiae in favour of focusing on the collaboratively-created fiction and stories that tabletop at its best provides. In other words, it’s a game where we play to find out what happens.
Best of all, it’s free– entirely under the Creative Commons licence. (But support ‘em anyway and buy it if ya like).
Check out the full rules HERE!
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How does it work?
At its heart, Dungeon World is about two things: the fiction, and your moves.
The fiction is both the actual narrative of the game, and the way in which moves are restricted. The first rule of the game is that you have to respect the fiction. If in the fiction your hands are tied, the types of things you’re going to be able to do are gonna be restricted to what you can do if your hands are tied. If you’re on fire, you should behave like you’re on fire. And so on.
The second is your moves. Whenever you narratively describe actions in Dungeon World, you’ll eventually get into a situation where you trigger one of your moves – either the general moves available to all players, or your character’s custom class moves. When the player makes a move, they roll dice – specifically, 2d6 + modifiers (strength, wisdom, etc). The dice determine whether they fail and something happens (2-6), succeed and something happens (7-9), or just straight-up succeed (10+).
That’s all an extreme simplification, of course – there’s more things to consider, like HP, armour, experience, class moves and so on. For more detail, consult the rulebook proper. But the main thing to take away is that Dungeon World is a narrative-based game supported by streamlined mechanics.
But honestly – the best way to learn how to play is to play! I’ll be explaining the game as we go along in any case, so all ya’ll need to do for the moment is to think of this as storytelling. And maybe read the rulebooks, just in case.
That sounds rad! How do I sign up?
First, post here and indicate your interest. Then choose a playbook (a character class; I’ll explain more in a second) and whip up a character concept (plus a picture just so I can get an image in my head of your character), answer a couple of my questions, and help me build us all a world. I think I can only realistically support 5, maybe 6 players, so make them good!
You will need to be able to remain reasonably active for the duration of a campaign. Since this is a group activity, other people’s enjoyment will be dependent on your contributions. This goes for me too ;__;
Playbooks?
In essence, a character class. Each playbook contains a bunch of custom moves with their own custom triggers, as well as defining your damage dice, your starting equipment, hp, stats, and drive (xp advancement opportunities) and background (additional move).
I’m using slightly different core playbooks since I don’t personally enjoy the concept of ‘alignment’ and letting my players be whatever race they want also appeals to me. Grab them HERE. They roughly correspond to:
Arcanist – Wizard
Chaplain – Cleric
Crusader – Paladin
Hunter – Ranger
Outlander – Barbarian
Rogue - Thief
Skald – Bard
Warrior - Fighter
Wild Shaman - Druid
In addition, there’s a shitload of custom playbooks available HERE if you want to take a look. If you want to take from here, I’m personally interested in the Dashing Hero and the Princess; but anything is (probably) fine if you PM me first.
Build a world?
Yep! One of the things about Dungeon World is that the players contribute to the fiction as much, if not more, than the GM does. It’s all about the characters, after all – it’s their story. Not the world’s. It’s yours. So feel free to spout lore and backstory and to make sweeping declarations. For my part, I’ll be asking you questions of your characters often.
In the interests of readability and consensus, you should try and keep your thoughts succinct and sensible for the game – the less LOLRANDOM stuff there is, the easier it is to keep the entire world coherent. I’ll try and tie it all together.
As the GM, of course, I have final say over what’s ‘canon’ and what isn’t – but it’s all going to be taken from your contributions.
I will set some basic parameters, though. This is going to be a ‘classical’ fantasy world – we’re not playing scifi, or modern superheroes. For the moment, that’s all I want to establish. I have some vague ideas like “generate the world in Dwarf Fortress and modify from there”, or “Man I like Discworld a lot”, but who knows where this campaign will take us? Island kingdoms floating in an infinite sky? Cities on walking legs that battle an angel-demon alliance? A world obsessed with Fantasy Iron Chef? What kind of world do you want to see?
Any rules relating to posting here?
We’ll probably get into that more when we actually start, but some basics.
- I trust you to roll your own dice and truthfully tell me the results. We’re all adults here. Besides, this is the kind of game where failure or semi-success is interesting.
- Since we’re playing by post, we need to expedite actions as much as possible. What this means is that when making narrative actions, players should be identifying by themselves what moves that triggers, roll for it, and do any other work necessary in order to speed up the process.
- Ensure that people can tell whether you’re talking in-character or out-of-character (OOC). I prefer to wrap OOC talk in italics (well I will when we start the game), but whatever ya’ll be up for.
- Be nice to each other even if your characters aren’t.
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Okay. Since this is probably almost everybody’s first time exposure to Dungeon World, I’ll wrap with two things. First, you should listen to GiantBomb staff member Austin Walker’s podcast Friends at the Table; they have a fantastic Dungeon World campaign in their archives which will help a lot with understanding the structure of the game. Second – ask questions! Give character concepts! I’m absolutely happy to help you out!
Let’s give this a shot.
[Also check out the other GAF PbP communities that inspired me to start this up, the various Pathfinder/DnD PbP threads, as well as the absurdly active Mafia games. Love ya!]
Applications are closed! (For now)
If you are playing, I strongly advise you subscribe to this thread.
Justjim89 – Waymore – City Thief, Lvl 2
Drive: Professional Pride (Infiltrate and exfiltrate without leaving a trace)
- Thrakdur has my back when things go wrong.
- Serrick knows incriminating information about me.
- Ein Stahl and I have a con running.
Sproutella –Bastro Deken – Arcanist, Lvl 2
Drive: Infernal Affairs (Root out magical corruption and sway authorities to regulate magical use)
- Thrakdur will play an important role in the events to come, I have foreseen it.
- Ein is keeping an important secret from me.
- Waymore is woefully misinformed about the world; I will teach them all I can.
- My reliance on Serrick could get me into trouble.
Tiamatsword22 – Thrakdur rak Yizmaht – Outlander, Lvl 2
Drive: Living Legend (Inspire people, poets and history itself to acknowledge your greatness)
- Waymore is always getting into trouble- I must protect them from themselves.
- Deken's ways are strange and confusing.
- Ein Stahl stood by my side against the demons. Perhaps he isn't as puny as I thought.
- I want Ein to sing the stories of my greatness!
- Serrick shares my hunger for glory; the earth will tremble at our passing!
Bowlie– Serrick – Wild Shaman, Lvl 2
Drive: Grow the Wild (Do all in your power to expand the wild regions of your land)
- I want to introduce Thrakdur to the wild spirits.
- Ein Stahl has much to learn about the wild things.
- Bastro Deken has tasted my blood and I theirs. We are bound by it.
Ultimate_Trainer – Ein Stahl – Skald
Drive: Living Scholar (Risk it all to preserve art, history and culture)
- This is not my first adventure with Waymore
- Serrick is always the butt of my jokes.
- I'm writing a ballad about the adventures of Bastro Deken
- Thrakdur rak Yizmaht trusts me with a secret