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4

Objects should remain for the scene, session, or dungeon at your discretion. To me the whole point of adventuring gear is to avoid niggling over who has what items in what quantity and the general problem of keeping an up to date manifest for every player in an RPG. It nicely expresses all of the usual and odd things an adventurer might carry and need in a ...


11

“You find what you need.” That is, you have an item. Items don't vanish for no reason and the move doesn't say it disappears later in a puff of smoke or otherwise, so you get to keep it. For the Word of Designer, Adam Koebel once answered the same question like this: once you pull something out, it's a thing. It's real. Add it to your inventory. ...


2

You're looking at the Appendix, which disagrees with the Equipment chapter. Page 323 (1st printing) lists Precise with the same wording as the online version. So, you use DEX with Precise weapons. There are a few other errors in the later chapters of the early print editions; where they disagree with the main section on a topic, the main text should probably ...


9

The point of Dungeon World published adventures is, like all published adventures, to take some of the burden of prep off of the GM. But in Dungeon World, prep is limited to detailing fronts and drawing maps with blanks (both literally and metaphorically). So published adventures in general just do some or all of that for you. A good DW published product ...


8

The only one I am aware of was produced for one of the 'Free RPG Day' a couple of years ago as a demonstration game. It was called The Slave-Pit of Drazhu, and is intended to run for approximately 2 hours. Having played through it with a DM who didn't really know what they were doing, it was extremely clear how having a good grip on the principle of the ...


5

Your instinctive reaction was to go with the "lesser version, limited (but not unreliable)" with some other options. That's okay, but generally not the best option, since it seems to come from a desire of keeping the game in control and balanced, which might not lead to most interesting game. First, consider if you have already established something in the ...


10

The Ritual move gives you all you ask for already! Have the player tell you what they would like to achieve: gaining the ability to breathe fire permanently or temporary, or enchanting an item to grant them the ability to breathe fire, or whatever. If the players' indications are not clear enough, ask questions and use the answers! Then, with your players ...


2

For those wondering, I decided on to go with the second option, The Immolator uses Burns Half as Long to recharge. Mark XP for the now failed roll. Using Burns Twice As Bright converts a miss to a partial hit. Players do not mark XP for partial hits; why would the effect of this move make it otherwise? They are choosing to use the move and, as ...



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