There is a whole discussion to be had about the nature of damage in Dungeon World. (By extension, bond ratings get really weird over time, but that’s a simpler problem). Unfortunately, I don’t think there’s any simple rule of thumb that makes for grippy bonds. And others just lie there like a turd on the lawn. Others may not push play, but can establish an interesting truth or dynamic. Alternately, keep the bonds on index cards so they can be shuffled, dealt around and physically manipulated in play.Īll that said, there is very clearly a trick to writing good bonds, as evinced by the uneven nature of bonds out there. It’d be lines and checkboxes, and when a bond pays out, you check it off, take your XP, and write a new bond. I might use a bond sheet – a dedicated extra sheet that explicitly replaces the bond section in the sheet. The character sheet is designed to hold the starting bonds, but once you’ve moved beyond those, the game has no physical place for them. Things are largely static and binary – checked or unchecked – with only a handful of values that can be changed, and those only occasionally. One of the great things about DW is the self-contained nature of the character sheet. This has play problems, but there’s a weird practical problem too – it violates the cleanliness of the character sheet. This is exacerbated if, as in my game, the cast of your game changes regularly. If I’d been stricter, it would have at least slowed advancement down a little.Īs written on the character sheets, the bonds will totally hold up for a quick game, but over the course of the campaign, they need to evolve. My default was that if the advancement questions could be answered vaguely yes, I would give the XP. The addition of moves was fun at times, but the most interesting ones often felt like things that should have been part of the class to begin with, so that took away some of their luster.īarring a complete revamp of advancement (which I wouldn’t rule out) I would be more conservative with XP sometime. The difference of the best bonus going from a +2 to a +3 is really huge, and the general improvement in stats meant that the awesome game-driving goodness I got out of bad rolls in early sessions kind of ran out of steam. In retrospect, advancement may have been my least favorite part of the game. That said, there are definitely a few lessons I’ve taken away for any future games of Dungeon World I run or play in. I have a much more comfortable relationship with the system now, which includes a much stronger sense of what works for me and what I’d change. I learned a lot over the course of running this, and there are definitely some things I’d do differently. I was most happy to reveal that Iggy the mule had been a dragon all along, largely because that explained why he had consistently been the most effective member of the group. Good endings all around, including at least one heroic death. The characters from this game are probably going to be the pantheon for the D&D game I’ll be running next, and I’m always a fan of that sort of continuity. We ended things very dramatically, with the destruction of the universe. It includes information and stat blocks for monsters, advice for building combat encounters, and magic items.Today was the last session of my Dungeon World game. Part 4 is about tools for Dungeon Masters. It covers the nature of magic in the worlds of D&D, the rules for spellcasting, and a selection of typical spells available to magic-using characters (and monsters) in the game. That part covers the kinds of die rolls you make to determine success or failure at the tasks your character attempts, and describes the three broad categories of activity in the game: exploration, interaction, and combat. Part 2 details the rules of how to play the game, beyond the basics described in this introduction. Many of the rules in part 1 rely on material in parts 2 and 3. It includes information on the various races, classes, backgrounds, equipment, and other customization options that you can choose from. Part 1 is about creating a character, providing the rules and guidance you need to make the character you’ll play in the game. The Basic Rules document is divided into four parts. We want to put D&D in as many hands as possible, and a free, digital file is the best way to do that. But the best part? The Basic Rules is a free PDF. It also provides the dwarf, elf, halfling, and human as race options in addition, the rules contain 120 spells, 5 backgrounds, and character sheets. The Basic Rules runs from levels 1 to 20 and covers the cleric, fighter, rogue, and wizard, presenting what we view as the essential subclass for each.
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