Dungeon World is a heroic fantasy game mixing old school aesthetics and cutting edge game design based on the Apocalypse World system. In Dungeon World the narrative always drives the mechanics allowing players to focus on being their characters first and the GM on building and adjudicating the ...
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 ...
The player that introduced me to DW/AW seems to feel that it's not in the spirit of the rules to tell the players 'no'. I feel that is too extreme, so I want to know, MCs/DMs, do you say 'no' to your ...
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 ...