Dungeon World is a world of fantastic adventure. A world of magic, gods, demons, Good and Evil. Brave heroes venture into the most dangerous corners of the land in search of gold and glory. You are those heroes. You go where others can't or won't. You conquer the unbeatable and laugh in the face ...
So in Dungeon World, everything breaks down to 'moves'. What about situations where a move is not available, but a check of some sort is called for, such as in the case of a non-fighter who wants to ...
So in Dungeon World, there doesn't seem to be any stat for initiative or any structure to the sequence of moves that people can make. Is the game intended to be simply played "round robin", or do ...
I am having trouble understanding the specifics of failure Dungeon World. According to the rules, a GM should "make a move" against players when they fail, and that's alright, I get that. What I ...
World creation in Dungeon World according to its principle is meant to be broad and keep some blanks for the players to fill. But what about an established setting like Forgotten Realm or Greyhawk? ...
I have this rich setting with plenty of details and it's not a published one that players read and know by heart. I'd like to give them a lot of information contextual to locations and events ...