Any Dungeon World players here?

cthulhu42

Explorer
After stumbling across a few references to Dungeon World on the web I was intrigued and decided to give it a shot. The book is cheap, and there's not a lot of other stuff needed, so why not?

After reading the book I was convinced that it had been an excellent purchase. So far I've got one DW adventure under my belt (as GM), and I must say, I'm really liking the game.

There are other places on the net where people discuss this fine game, but I kind of feel at home here and am hoping that there are some like minded spirits at ENWorld.

While DW is intriguing, and I really do like it, I've got a ton of questions that I haven't quite found answers for. So consider this a call out for other Dungeon World players who have a better grip on the game than I do.
 

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Campbell

Relaxed Intensity
You have summoned me. I like Dungeon World a good deal - not as much as I like Apocalypse World, but still a good deal.

Summoning [MENTION=6696971]Manbearcat[/MENTION] who is more of an expert than me.

What were your questions?
 

cthulhu42

Explorer
Very cool! I'm headed to work right now but I'll not down my questions over the course of the night and post them when I get home. Thanks for the reply!
 

pemerton

Legend
I would have pointed you to [MENTION=18228]Cam[/MENTION]belll and [MENTION=6696971]Manbearcat[/MENTION], but that already happened.

I think [MENTION=23935]Nagol[/MENTION] also GMs Dungeon World. And I belive [MENTION=82106]AbdulAlhazred[/MENTION] has some experience. [MENTION=99817]chaochou[/MENTION] is an Apocalypse World player/GM and so might have something to contribute too.

I've played it a little bit, and have a general grasp of its approach and methods, but am far from an expert.
 

pogre

Legend
I'm in the same boat as pemerton. Really cool game I have played a couple times, but could not get a sustained campaign going.
 

cthulhu42

Explorer
I have several questions but I'll start with what has got me most on the ropes.

Monster Moves. And related, how they relate to Druids.

I understand that the monster moves are left intentionally vague, but some of them have me scratching my head as to what they even are, let alone how to implement them. And then druids get to use them, but does that mean that the move works the same way for both the druid and monster?

As I understand it, when a druid shape-shifts and gets hold, she can spend that hold to use a monster move and that move just happens. No rolling, no real chance of failure, as long as it fits the fiction. So does that work in exactly the same way for the monsters?

For example, a purple worm has the move, “swallow whole” which sounds pretty devastating to me, although I understand that it doesn't necessarily mean certain death. Still, if the druid shifts to a purple worm and swallows a goblin whole, that probably means death for the goblin, no questions asked.

But if it's the PC's vs the purple worm, and the worm chooses to “swallow whole” does that mean instant death for the character? Does the character get to make a move (defy danger) to avoid the move? In other words, when it's PC on monster, it sounds like the monster doesn't get a move to avoid the druids monster move. But if it's monster on PC, can the PC avoid the move with a move of their own?

Which brings me to another druid question: can PC's druids even shape change into monsters? I've seen some discussion threads on the net that seem to suggest that they can, and the rules use the words, “species” and “animal” to denote what a druid can shift into.

But... all of the examples in other threads are all real world animals. Wolves, bears, eagles, sharks, etc.

And it doesn't help that there are no examples of real world animals with their moves in the book, so I'm left to try to figure a unique move for every freaking animal that the druid can think of. It would have been nice to have just a little bit of guidance with that.

But if the druid can shift into monster forms, well, that helps a lot.

But, if they can, is there any size limit on it? Can a 1st level druid shape shift into a dragon? The druid in my current game has the Great Forest as her attuned land. There's no reason to think that dragons don't inhabit the Great Forest, right? Conversely, can a druid shift into mouse form? How about a fly?

Which leads me to more questions about druids.

Under Studied Essence it says that, “if you spend time in contemplation of an animal's spirit” you can add that animal to the list of animals you can shift into. It's in bold letters in the book. Does that mean that contemplating an animal's spirit is a move? And what exactly does it mean to “study an animal's spirit?” Is that just studying the animal?

Elemental Spirit states, “When you call on the primal spirits of fire, water, earth, or air to preform a task for you roll...”

What does that even mean? Can you cause earthquakes? Floods? Raging fires? Wind storms? I'm assuming that's the case, but there's absolutely no clarification here. And furthermore, on a miss, some catastrophe occurs. That last bit is followed by three bullet points that, at first, I assumed were the seeds of the potential catastrophe, but they're all pretty positive things.

  • The effect you desire comes to pass
  • You avoid paying nature's price
  • You retain control

What do those last two even mean? You retain control of the earthquake, etc? It seems implied by the success that all three of those things would be the case, so why are they listed?

And finally, a non druid question.

Clerics get Divine Guidance, which states, “When you petition your deity according to the precepts of your religion you are granted some useful knowledge or boon related to your deities domain.”

Is this a move? Does it require a roll? It doesn't say so, so I'm assuming it doesn't, but again with that bold font.

I really love this game and I am slowly starting to understand it more and more. It's almost like learning a whole new philosophy rather than a new rule set. But there's so much that cries out for clarification or examples!

So, any light you can shed would be most appreciated! Thanks in advance!
 

I'm running a dw campaign at the moment, so happy to answer any questions.

Youve probably heard it mentioned, but some things dont click until you play the game. The dynamic is also very different such as a free flowing cinematic style of initiative. It takes you out of your comfort zone (at least it did with me!) But its not as hard as it seems once you practice a bit
 

So, as to druids. It is confusing and highlights a lot of things in dungeon world where its really really important to ask questions to your players. Once those things are defined, then it sets a precedent.

The first element is that druida need to choose a wilderness type and generally can only change into creatures from that area. If you want to confirm with the player if you mean natural creaturees only or monsters as well you can. You can leave the choice up to them, or you can override, as your still the gm.

As to the purple worm question, you absolutely can. IF the player and you the gm dedcide they can. This comes down to the tone you want to set for the game, gonzo or gritty. There is a lot of things in dw that could be defined as "game breaking" in a lot of ways its down to you not the rules to define limits. If you watch a lot of actual play one shots you can see people getting ginzi and silly, and you absoluteky can do that if you want.

I prefer a more somber tone. And if youre clear with that and have mature roleplayers it works well. If you have someome that wants to break the game, they can, but then theyd find the game is not interesting to them as its honedtly quite easy to break. Its not a game where part of the pleasure comes from creating an optimized combo.

An example of what you could ask the player is, "what happens when you transform? What does it look like? What does it feel like?" And my favourite "what happens when it goes wrong?". This goes on to establish risk which ill talk about in next post as this is getting too long already
 

So also in relation to the purple worm swallow hole element above, establishing boubdaries and risks are important parts i wish the main book clarified better.

Unless there is a risk of something bad happening, dont roll. Its not intrleredting. Just let them have it, or say that they cant do it (or maybe they need to do x first).

I for example had a player ask if they clukd surreptitiously spy on a note being written. I was going to give it to them, but i had an evil thought and said "yeah sure!" They failed the roll. Because of that i got to do something bad, which was that the note did indeed say what it was supposed to say, but if they had used it, it was going to get them in trouble.

This is a pretty radical departure from trad gaming, but a lot of dw works like this.

Back to the swallow hole move. You always establish risks before the roll and the player can decide if they want to do ot. Sometimes the risk can be small, depending on how you want to push the player.

If they wanted to swallow a goblin you could say "sure, but if you fail the roll, he'll be able to jab you in the side and he'll deal you damage. Or "sure, but if you fail, youll hit that nearby arch and damge your mouth so you wont be able to swallow anything again for a while" or "sure, and you'll definately swallow him, but if you fail, youll swallow him whole and he'll keep attacking you again and again until he finally succumbs to your digestive juices"

So you get to establish the consequences of the failure rathet than it being preset in the rules. Its actually a thing that makes dw hard to run at times, as its demanding of your creativity.
 

innerdude

Legend
In the fall, I ran 4-5 sessions of Dungeon World (I can't remember exactly how many) with my group. Overall they seemed to enjoy it, but it's a MASSIVE shift in mindset for players to really get the most out of it.

The thing that eventually caused us to stop playing was that my players wanted more hard-coded, rules-based tactical combat options. They were just really struggling conceptually with the free-form combat. They were having a hard time envisioning their character capabilities in the fiction, which was definitely not all their fault either. It was a difficult transition for me to present things in such a way that gave them the right "fictional positioning."

That said, as long as you accept that tactical combat really isn't going to be a "thing" with Dungeon World, the system's strengths are many.
 

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