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'''''Dungeon World''''' is the primary game used in seasons [[Autumn in Hieron|one]] and [[Winter in Hieron|three]] of ''Friends at the Table''. It was created by Sage LaTorra and Adam Koebel and is based on D. Vincent Baker's ''Apocalypse World''. The directives of the game are to "Portray a fantastic world, fill the characters’ lives with adventure, and play to find out what happens."
{{Infobox Game
| title        = Dungeon World
| image        = Dungeon World.jpg
| caption      =
| creators    = Sage LaTorra and Adam Koebel
| players      = 4–6 including GM
| link        = [http://www.dungeon-world.com/ Official site]
| appears_in  = [[Seasons of Hieron]]
}}
'''''Dungeon World''''' is the primary game used in seasons [[Autumn in Hieron|one]] and [[Winter in Hieron|three]] of ''Friends at the Table''. It was created by Sage LaTorra and Adam Koebel and is based on D. Vincent Baker's ''Apocalypse World''. The directives of the game are to "Portray a fantastic world, fill the characters’ lives with adventure, and play to find out what happens."<blockquote>''Combining high-action dungeon crawling with cutting-edge rules, Dungeon World is a roleplaying game of fantasy adventure. You and your friends will explore a land of magic and danger in the roles of adventures searching for fame, gold, and glory.''


In ''[[Spring in Hieron]]'', the players choose to supplement the base Dungeon World game with additional material written by Peter Johansen.
''Dungeon World's rules are easy to learn and always drive the action forward in unexpected ways. A missed roll is never a dead end - failure introduces new complexities and complications. Life as an adventurer is hard and dangerous but it's never boring!''


== Basics ==
- ''Dungeon World'' [https://www.drivethrurpg.com/product/108028/Dungeon-World store page]</blockquote>In ''[[Spring in Hieron]]'', the players choose to supplement the base ''Dungeon World'' game with additional material written by Peter Johansen.
<blockquote>"You stumble, hesitate, or flinch; the GM will offer you a worse outcome, hard bargain, or ugly choice.</blockquote><blockquote>-''Dungeon World Playbooks''</blockquote>In ''Dungeon World'', moves are done by rolling two six-sided dice. A result of 10 or more is a success, a result from 7 to 9 results in a partial success or complication, and on a result of 6 or less the player fails and gains experience, and the GM gets to make a move.


Player characters are unique: although there may be other individuals with similar skills, there is only one [[Hella Varal|Fighter]], [[Hadrian|Paladin]], [[Fero Feritas|Druid]], [[Lem King|Bard]], [[The Great Fantasmo|Wizard]], [[Throndir|Ranger]], [[Adaire|Thief]], or [[Ephrim|Immolator]] in the world of the game.
==Principles==
 
Each player has a set of bonds, short statements describing their character's relationship with other party members. At the end of each play session, they can choose one bond that has been resolved during play, mark experience, and replace it with a new bond, whether with the same person or someone else. A player's number of bonds with another character is used as their modifier whenever they role to Aid or Interfere with an action done by the other player.
 
== Principles ==
In addition to its three basic directives, ''Dungeon World'' offers a number of principles to guide GMs.
In addition to its three basic directives, ''Dungeon World'' offers a number of principles to guide GMs.
* Draw maps, leave blanks
*Draw maps, leave blanks
* Address the characters, not the players
*Address the characters, not the players
* Embrace the fantastic
*Embrace the fantastic
* Make a move that follows
*Make a move that follows
* Never speak the name of your move
*Never speak the name of your move
* Give every monster life
*Give every monster life
* Name every person
*Name every person
* Ask questions and use the answers
* Ask questions and use the answers
* Be a fan of the characters
*Be a fan of the characters
* Think dangerous
*Think dangerous
* Begin and end with the fiction
*Begin and end with the fiction
* Think offscreen, too
*Think offscreen, too


== External links ==
==External links==
* ''[https://en.wikipedia.org/wiki/Dungeon_World Dungeon World]'' on Wikipedia
*''[https://en.wikipedia.org/wiki/Dungeon_World Dungeon World]'' on Wikipedia
* [http://www.dungeon-world.com/ Official site]
*[http://www.dungeon-world.com/ Official site]
* [https://plus.google.com/113692337653837882568/posts/PiujJA82jfe Peter Johansen's collected ''Dungeon World'' material] on Google+
*[https://plus.google.com/113692337653837882568/posts/PiujJA82jfe Peter Johansen's collected ''Dungeon World'' material] on Google+
{{Games}}[[Category:Games]]
{{Games}}
[[Category:Meta]]
{{NavboxHieron}}
[[Category:Games]]
[[Category:Autumn in Hieron]]
[[Category:Autumn in Hieron]]
[[Category:Winter in Hieron]]
[[Category:Winter in Hieron]]
[[Category:Dungeon World]]
[[Category:Dungeon World]]
[[Category:Spring in Hieron]]
[[Category:Spring in Hieron]][[Category:Seasons of Hieron]]

Latest revision as of 19:04, 5 November 2022

Dungeon World is the primary game used in seasons one and three of Friends at the Table. It was created by Sage LaTorra and Adam Koebel and is based on D. Vincent Baker's Apocalypse World. The directives of the game are to "Portray a fantastic world, fill the characters’ lives with adventure, and play to find out what happens."

Combining high-action dungeon crawling with cutting-edge rules, Dungeon World is a roleplaying game of fantasy adventure. You and your friends will explore a land of magic and danger in the roles of adventures searching for fame, gold, and glory.

Dungeon World's rules are easy to learn and always drive the action forward in unexpected ways. A missed roll is never a dead end - failure introduces new complexities and complications. Life as an adventurer is hard and dangerous but it's never boring!

- Dungeon World store page

In Spring in Hieron, the players choose to supplement the base Dungeon World game with additional material written by Peter Johansen.

Principles[edit | edit source]

In addition to its three basic directives, Dungeon World offers a number of principles to guide GMs.

  • Draw maps, leave blanks
  • Address the characters, not the players
  • Embrace the fantastic
  • Make a move that follows
  • Never speak the name of your move
  • Give every monster life
  • Name every person
  • Ask questions and use the answers
  • Be a fan of the characters
  • Think dangerous
  • Begin and end with the fiction
  • Think offscreen, too

External links[edit | edit source]