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16

It isn't OK. I don't mean in the sense of “oh no everything is broken now!”, but in the sense of “yeah, Dungeon World is way less fun, and it will fail to be awesome in ways you wouldn't even know could have been awesome.” That sense of the game being ‘off’ is what Dungeon World feels like when its heart and guts are missing because some core rules aren't ...


15

It is definitely not "as intended;" the DW rules make it very clear that a player never says when a move is triggered. They say what they are going to do in the in-game fiction, and then you say what move got triggered. Sure, sometimes the line is close, like Cast a Spell - but even then, they should be describing "I waggle my fingers and chant to bring ...


10

So, after this question pointed me at that hack, I convinced the group I GM for to try out a campaign with Descriptive Damage. I'll describe our experiences so far, though they should be taken with three caveats: (1) all of us are still comparatively new to Dungeon World, so things might play out differently with a more experienced group (or at least a more ...


6

The basic consensus on what the GM should allow in DW seems to be anything, as long as it fits with the fiction. This results from the GMs principles and agenda, especially be a fan of the characters and play to find out what happens. So the first question the GM should ask oneself is: Does this make sense in the fiction? Taking your example of the Black ...


6

The logic doesn't really get fuzzy. You just have to trust it. So either the character just does it (and the logical consequences of that follow), or they trigger a move (but only one they have access to). An action that would trigger bend bars or lift gates (if performed by a Fighter) is likely to trigger defy danger if performed by someone else. You'll ...



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