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Impulse drive Version 3.1 is now available.

Overall, this is a subtractive update. Ships and vehicles have been simplified. The Ship Playbooks have more limited choices in regards to upgrades, but are more evocative of different spacefaring lifestyles. Taking action while operating a Ship or vehicle now refers players back to interpreting their actions through existing Basic or Advanced Moves. These changes have greatly reduced the number of handouts and rules players need to keep track of.

If you are currently in the middle of a campaign, the most recent version of the 3.0 rules are still provided in the "Old Version" Zip file, in case changing to 3.1 would be too disruptive for your group.


Thank you to everyone who has shown interest in Impulse Drive, and has persisted through its changes and offered feedback. Every iteration of this game feels better because of the feedback I receive.

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Pre-Contact Tribal Locations with Original Names

Did you know "Sioux" probably translates from another tribe's word for "those snakes"? That's the reason why most people in that tribe prefer the term Dakota when referring to their heritage (or sometimes Lakota or Nakota, etc.). It's not political correctness, it's just not being a dick. 

"It's like having a map of North America where the United States is labeled 'gringos' and Mexico is labeled 'wetbacks,' " Herman says. "Naming is an exercise in power. Whether you're naming places or naming peoples, you are therefore asserting a power of sort of establishing what is reality and what is not."

Full map with great detail:  http://static.squarespace.com/static/5075febfe4b0782fde5414d9/t/51bfdc65e4b00b62a84e8d0f/1371528293927/TRIBALINKSPACEMAPS_ChooseOptions_39x26.pdf

+Minnesota Public Radio article: The map of Native American tribes you've never seen before  http://www.mprnews.org/story/2014/06/25/native-american-tribe-map

#NativeAmerican   #Indigenous   #Maps   #Anthropology  
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I still feel this is the kind of crap wizards WOULD make if they were around...

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For those interested, the Worlds in Peril Kickstarter just went live.  It is a Superhero AW hack.  There is an early bird pledge level called Golden Age Hero currently available.

Hi all, I have an odd query. I'm getting married in a couple weeks and I'd love to play Dungeon World as part of my bachelor party.  4 of the groomsmen there are regular players in my home game for years, so it that made it easy enough to transition. One of them volunteered to GM so I could just kick back and play that night.
We had two newbies who would be joining us, but I figured five players would be fine since three are pretty experienced.

Then two more buddies got drafted into the party. Now we have seven players, four of them first-timers and one GM, who though quite creative and an awesome player, has only run other rpgs.

Is this too much to tackle? Should I just let the ship sink with this many on-board? I read a bit on the post about running big groups, but is this too big a burden for so many first-timers and our newbie GM? I'm at a bit of a loss here, as I'd love to have us play somehow, but I'd rather do something else than try to hold together something that won't work...

I've got a player that wants to play Han Solo, but in a fantasy setting. I'll ask him more about what he means when we meet up, but I'd like to have a handful of playbooks for him to look over by then. Any suggestions outside the base book classes?

It is bad. Now every time I hear a thought start with the word "When _____________" I start translating it into a Dungeon World move.


When you see me smile, roll.
On a 10+, everything's alright. On a 7-9 choose one.
• You wanna give up
• You wanna give in
• You wanna quit the fight

I have a couple players very interested in the Inverse World playbooks. Does anyone know if those are available for purchase beyond the preview anywhere? I'd be glad to snatch it up, but I came on board well after the kickstarter was over. #dungeonworld #inverseworld  

Hey #DungeonWorld fans, can you help me fine tune a move I've been pondering for our next game?

 
When you agree to trade a memory for an item from the fey peddler, remove 1XP and roll+INT. *On a 10+, you feel like you might have been better off without it anyway. *On a 7-9, you can’t think straight for a bit. Take  minus 1 to your next action. *On a 6 or less, you needed that thought or maybe he dug too deep. Things get dark quickly…
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