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23

It's impossible by the method given, so it doesn't happen (…yet). Dungeon World's rules allow any action to be attempted — not any goal. If a goal is declared without describing how it's accomplished, the group is not ready to pull out the dice to see what happens next and if the action achieves the goal, because what's happening now (the action or actions) ...


15

P166 You make a move … when the players give you a golden opportunity P167 When making a move, keep your principles in mind. P163 Make a move that follows P167 Show signs of an approaching threat You make it a couple of yards out from the edge and then begin plummeting towards the jagged rocks below. What do you do? Now perhaps the ...


0

We wanted spears to be a real stake (pun intended), so we house-ruled reach rules. Spears have a penalty to Hack 'n Slash against shorter weapons. When an enemy has reach and is ready for you, you need to Defy Danger to get in their range. A typical 7-9 has you choose between staying out reach or taking damage; 6- means both. Then the GM has that enemy ...


8

The least tactical conflict possible is one that presents a single goal and affords essentially only one route to reach that goal. For instance, imagine that the big bad the townsfolk have hired the party to destroy is an everyday inanimate wooden crate. To keep things simple, it's the target of an ongoing magical ritual that has given it immunity to all ...


3

Good question which I have asked myself quite a few times - I'll try to answer it. Dungeon World is inherently about telling a story. Probably moreso than other tabletop RPGs like D&D. The minimal amount of bookkeeping at statreading allows players to focus on the fiction. Now it may seem to many that more stats, rules and detailed bookkeeping about ...



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