![]() ![]() The GM’s monsters, NPCs, and other assorted beasties also have moves, but they work differently. Ask questions of everyone involved until everyone sees the situation the same way and then roll the dice, or don’t, as the situation requires. If it’s ever unclear if a move has been triggered, everyone should work together to clarify what’s happening. The moves and the fiction go hand-in-hand.Įveryone at the table should listen for when moves apply. For example, if Isaac tells the GM that his character dashes past a crazed axe-wielding orc to the open door, he makes the defy danger move because its trigger is “when you act despite an imminent threat.” Isaac can’t just describe his character running past the orc without making the defy danger move and he can’t make the defy danger move without acting despite an imminent threat or suffering a calamity. If the move requires a roll, its description will tell you what dice to roll and how to read their results.Ī character can’t take the fictional action that triggers a move without that move occurring. When a player describes their character doing something that triggers a move, that move happens and its rules apply. In the move above the trigger is “when you attack an enemy in melee.” The effect is what follows: a roll to be made and differing fictional effects based on the outcome of the roll. “Fictional” means that the action and effect come from the world of the characters we’re describing. A move depends on a fictional action and always has some fictional effect. Moves are rules that tell you when they trigger and what effect they have. ✴On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you. At your option, you may choose to do +1d6 damage but expose yourself to the enemy’s attack. ✴On a 10+, you deal your damage to the enemy and avoid their attack. When you attack an enemy in melee, roll+Str. The most basic unit of rules in Dungeon World is the move. The modifier is always derived from the current ability score. These are written as three-letter abbreviations: Str, Con, Dex, Int, Wis, Cha. They measure a player character’s raw ability in each of those areas on a scale from 3 to 18, where 18 is the peak of mortal ability.Įach ability has a modifier associated with it that is used when rolling with that ability. The abilities are Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma. Many of the rules discussed in this chapter rely on a player character’s abilities and their modifiers. We’ll cover both general rules, like making moves, and more specific rules, like those for dealing with damage and hit points. Here, you’ll find information about the rules-how they arise from and contribute to the game. This chapter is all about how to play Dungeon World. The conversation works best when we all listen, ask questions, and build on each other’s contributions. The details established by the other people at the table (the GM and the other players) are important to you: they might change what moves you can make, set up an opportunity for you, or create a challenge you have to face. Like any conversation, the time you spend listening is just as important as the time you spend talking. Every rule has an explicit fictional trigger that tells you when it is meant to come into the conversation. While the GM and the players are talking, the rules and the fiction are talking, too. The rules help shape the conversation of play. Dungeon World is never a monologue it’s always a conversation. The players ask questions or make statements, the GM tells them what happens next. The GM says something, the players respond. Instead players take turns in the natural flow of the conversation, which always has some back-and-forth. There are no turns or rounds in Dungeon World, no rules to say whose turn it is to talk. ![]() They have something to say about the world. As we play, the rules will chime in, too. We talk about the fiction-the world of the characters and the things that happen around them. Playing Dungeon World means having a conversation somebody says something, then you reply, maybe someone else chimes in. ![]()
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