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On "never speaking your move's name":

I struggle with this principle. Under typical circumstances it makes total sense (I want to begin and end with the fiction.) I can agree fully with "usually don't speak your move's name." But sometimes it's really helpful to provide a hint of the mechanical structure.

Especially when teaching the game, It feels important to create some transparency about what I'm doing as a GM, and always occluding the moves I make clouds that transparency. I want to be accountable to the rules of the game, and it's hard for that accountability to exist if the other players aren't sure why I'm saying what I'm saying, or by what rule I've been empowered to say it.

So: anybody else out there occasionally speaking their moves' names? Why do you do it? Why should or shouldn't I be doing it?
Mike Pureka's profile photoEzio Melega's profile photo
Yet it's very cool when a player do something and everyone is so connected that they take the dice and roll them, resolving the move fluidly and without solution of continuity, never breaking the fiction, and everyone at the table knows what they have done.

Wonderful but not so easy.
Stick to naming moves when you are a player and to not when you are a GM. 
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Daniel Papke

Custom Moves  - 
I'm plotting two custom moves for a phase of the session I'm running tomorrow evening. I think they're in good shape, but I'm curious what people think. The phase involves diving into the depths of an abyss in the shallow ocean floor, from whence issues toxic gas clouds and scalding steam (there is an underwater volcano at the base of the rift). I figure one or two tests for each player before we move to the next phase, depending on how the story goes.

When you descend further into the choking depths of the abyss, roll +[CON or DEX]
- On a 10+, you avoid the immediate dangers.
- On a 7-9, pick one:
  - a scalding jet of steam sears you.
  - a billowing cloud of toxic gas disorients you.
- On a 6-, you are swept at the mercy of the current.

When you provide guidance to another as they descend, roll +WIS.
- 10+ - Your guidance yields a +1 forward.
- 7-9 - You neither help nor hinder.
- 6- Your faulty guidance leads to disaster.
Noah Tucker's profile photoDaniel Papke's profile photo
Well, clearly my reading skills have issues. I read that as "roll +CON" I guess? My bad.
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George G

Miscellaneous Resources  - 
Here's all the maps I've posted to my blog since I last shared here. I hope you enjoy! (
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Corbin Atkinson

Compendium Classes  - 
Anyone seen a Stormlight Archive based/similar class e.g. Knight Radiant or Windrunner? The Stormlight Archive is a series by Brandon Sanderson and the abilities are cool.. would love to play one in DW
Andy Hauge's profile photoDaniel Papke's profile photo
That would be awesome. Oh man....
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Harrison s

Discussion  - 
DISCLAIMER: This is unrelated to dungeon world specifically. It is super long, and about rpgs in general.

I just wrote out my 'house rules for all rpgs' this is important because I play a lot of roleplaying online and I've played with  power-gamers, manipulators, a brony, a drunk lady, as well as some really solid players as well. However, this is something I want out of the way right away.

I'm not sure if I'm missing anything or how relevant all of this is, but I'm gonna throw this long thing here in the hopes someone reads it through and gives me their opinion on it. Thanks.

1. I want everyone to be comfortable. Including myself.
a. I run a pg to pg-13 table.  This may not suit your tastes, but it’s not going to become any more adult. I prefer to keep promiscuousness and sexual themes out of my games, but I do describe some gore and intense violence.  That being said, I would like to implement the ‘x’ card. If at any time the mention of anything makes you uncomfortable, either say ‘x card’ or touch it in the middle of the table. We don’t ask you why it makes you uncomfortable, we just edit it out of the game. There is a huge document here:( about it if you have any more questions. It’s as much for me as it is for you.
2. We are here to have fun and to collaboratively make a world of fantasy and wonderment. We play to find out what happens.  We all decide on a setting, and we stick to it. If we want space knights of the round saucer, sure, but that means we’re playing a very different game from traditional D&D. If we’re playing traditional D&D, no space aliens. 
a. Inappropriate Reasons to Play:
i. To beat Jimmy. (one-up-man-ship is never fun. Friendly competition can be.)
ii. To build the most powerful hero ever.
iii. To amass fortunes or level the fastest.
iv. For the lolz. Funny moments happen, but doing things ‘just cuz’ is unacceptable. If you’re bored go play a video game and leave this to us.
Note: as long as the story comes first, you can still prioritize some of these things. It’s when they are your singular goal to the exclusion of all else is when we have an issue.
3. Rule Zero.  Kind of.
a. What I say goes. Up to a point. I will try to explain why I think that way, and what I’m going for and why I might rule differently than what the rules allow or what you want to do. I like to explain my thought process as I think tabletop role-playing is collaborative and fun, however I may not do it immediately. We can discuss the game cordially after we finish this encounter even if you think I ruined your favorite rpg. 
b. ‘The unwritten rule of tabletop Role Playing Games: 
The Game/Dungeon Master has the right to veto anything any player says, he has the right to change any rule or make up his own, he need not explain why he chooses to do these things.’ 
4. Begin and end with the Fiction. Don’t tell me. ‘I make an attack roll’. Tell me, ‘I attempt to slip between the ogres legs and slash at his kneecaps as I go by.’ Then I will tell you what to do mechanically.
a. Stolen Straight from Dungeon World: ‘Everything you and the players do comes from and leads to fictional events. When the players make a move, they take a fictional action to trigger it, apply the rules, and get a fictional effect. When you make a move it always comes from the fiction.’ Or in other words: the system is here to help us to make a story.
b. Or in other words, straight from the FATE system, the metallic rules:
The Golden Rule: Decide what you want to do, then consult the rules to help you do it.
The Silver Rule: Never let the rules get in the way of what makes narrative sense.
The Bronze Rule: You can treat everything like a character. 
5. The Rule of Cool…up to a point.
a. The Narrative comes first.(I sound like a broken record)  Every scene does not contain CGI explosions and epic matrix moments. Heart-wrenching death scenes are also a powerful part of role-playing as well.  When it comes to combat, the rule cool almost always applies. As long as it makes sense, I don’t like to say no to players. However, just because dragon-riding pigmen with tattoos are cool, that does not mean they should burst in when you are professing your love to the princess. This person talks about the limits of the rule of cool, and I agree with a good amount of what they’re saying.
6. Final thought: I Challenge My players, but I’m really their Fan
a. I think dangerous, I make things challenging, and there’s a chance you might die. However, it’s all an attempt to make you shine as characters, as players, and as people. I’m not here to one-up or crush your characters, but I don’t want this to be a cakewalk. It’s boring if you just hack and slash an entire dungeon without going below half health. If your PC dies I will try my best to make it awesome and having a lasting effect on the game world.  One of my players characters is enshrined for all time after turning to glassy diamond on a hilltop. Now let’s go have some fun! 
Randy Stoda's profile photoTim Franzke's profile photo
You say players mustn't say what move they want to trigger because ONLY you can decide that.

2 things on that:

As a GM, not naming your moves is good storytelling.
As a player, not naming your moves is poor communication

As said by +Epidiah Ravachol

Everyone at the table should listen for when moves apply. If it’s ever unclear if a move has been triggered, everyone should work together to clarify what’s happening. Ask questions of everyone involved until everyone sees the situation the same way and then roll the dice, or don’t, as the situation requires. (Dungeon World p.16)

In short, it is not the job of the GM to tell everyone what moves they are rolling now. When they are teaching the game it will often fall to them as they are the only ones that know all the moves but in my judgement they should clearly tell the players that everyone can and should be part of this process and that not all of that work should be on the GM.
If everyone remembers all the trigger conditions, or everyone at least remembers some, it should always be clear what move is triggered.
When there is ambiguity you can zoom in more on the action and interrogate the player more on what their character is doing specifically.
You can also ask what move they wanted to trigger or would rather trigger in order to find a fictional action that would fit that trigger.
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Jim Jones

Base Classes  - 
I'm still reading through #DungeonWorld as I get time here and there over lunch and in the evenings. I like to read a little and then think about it a lot. As I don't get to play #RPGs very often at all, this is my primary mode of experiencing them at the moment. Which is fine.

Anyway, I was reading the Cleric class today at lunch a decided that the next time I get to play in a Dungeon World game, I am going to play a Cleric that insists on carrying spoiled rations and uses the Sanctify rote spell as an outward manifestation that his deity's drive to save and make holy the corrupted.

There is so much fun role playing keys inside the Cleric spell list. It's been fun just to think about what one could do with each of them.
Ray Otus's profile photoJim Jones's profile photo
+Ray Otus Thanks. I appreciate that. I'll probably read it through once more after this initial "read and think through." I am looking forward to playing or running a game in the future though. Lots of ideas are swirling in my head and that's always fun.
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Attila Puskas

Discussion  - 
 Hey folks! I think i might need a clarification i can't find anything about and it seems to be something that i will find in my soon to come game a lot. Goldenroot Poison.
 I have done some oneshots with my druid player (as i see him as the most difficult guy to deal with in my games to see what he's got in store for me kinda) and he likes to use that poison a lot it seems. I threw a troll at him and he tried to scratch it as a tiger, but before he turned, he dipped his hands in that thing so when he transformed he'd have that poison on his claws (i am not certain if that would be allowed, but i went with it anyway) so it took a few rounds for it to take effect, but than it was an ally of the cat.
 Not gona lie, i didn't want to allow it to happen, but he did put himself in danger to scratch it and he took damage for it. So my question is..firstly, how many uses would a vial of the poison have and secondly, but most importantly.. what kind of creatures could this poison effect? Anything that can be damaged? Cause than, even if a kraken is thrown at  them or an apocalypse dragon and they manage to damage it, than they'd have one of those as an ally? It seems to me that would be too much.
 Sooo i do need your wisdom to help me here. I don't quite know what to do here!
Nikitas Thlimmenos's profile photoAttila Puskas's profile photo
Yes, i will surely apply that rule now. It did seem too hurtful for the game if all you needed to do was scratch someone, maybe even gona say that when he transforms he becomes another entity so dipping his finger into that so when he transforms won't go over.
Told him you'd need to poison the creature, its food or drink to have it happen or generally have a non-violent way of applying the goldenroot poison.
 Also the fact that they have to have the creatures best interest in mind, so if it's one with the purpose to rule and/or to destroy, they'd need to act accordingly and destroy with the creature. It won't change its logic and alignment cause of a poison. 
 Thanks guys, this is helping a lot! Maybe it's just cause i'm new to this, but it was becoming a big headache.
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Matt Horam

Custom Moves  - 
One of my wizard players informed me that the fungal blooms which process waste in the sewers are a sentient telepathic network spanning the city. Here's my first pass at a custom move in case he wants to talk to them. The unwelcome truth he may discover is that they are mobile and some of them have an aggressive disease...


When you open your mind to the fungal sprawl, roll+INT.

*On a 10+, the closest bloom considers you an ally, granting you either an audience or protection, your choice.

*On a 7-9, the same offer, but its brethren are not so sure. They are on their way to inspect you personally.

*On a 6, this bloom mistrusts you and immediately summons nearby help to restrain you, or worse. You are deemed unworthy of their secrets.
Andrew Fish's profile photoMatt Horam's profile photo
I enjoy a mix of GM-facing and player-facing moves, but these are all good points.
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Norbert G. Matausch (Analogkonsole)

Miscellaneous Resources  - 
Pink Mohawk
(a SR 1/2 hack based on World of Dungeons)

Just finished the page design. I tried to stay close to the SR 1e rulesbook.
Norbert G. Matausch (Analogkonsole)'s profile photoTony Ferron's profile photoDaniel Campos's profile photo
I like it a lot. Clean and crisp.
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Oney Clavijo

Base Classes  - 
Hi everyone! I have a question about GMing for you. This is the case: A party composed of some core classes and a dragon player character are underground dungeon crawling and reach the Giant Assasine Vine chamber. The vine attack and the dragon uses dragon breath on the giant plant. The narrator (me) rules that the fire sticks and burns the vine filling the whole Dungeon in heavy choking smoke. The characters escaped the fire running unprepared into a number of nasty pitfalls and traps. The characters were jammed for hours because of the fire consequences and blamed on the dragon player for starting it. Question: was my move too hard?
My friend "H" who's is a game master of Dragon Age thinks I should have just let the fire damage the monster and that running all the fire consequences ruins the fun for the dragon and for the players and makes the dragon looks useless and unfunny to play. 
Tim Franzke's profile photoJustus Goldstein-Shirley's profile photo
Yeah, your player explicitly chose to experience reprisals and cause collateral damage--the smoke fulfills that quite nicely.
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About this community

The place for talking about Dungeon World.

Brandon Reinert

Discussion  -

So this beast is going to drop soon! 2 weeks till I can bring the PAIN.

Anyone else interested in the head-to-head team mechanics?
James Wardle's profile photoBen Wray's profile photo
Yup, I've been looking forward to this.
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Daniel Papke

Custom Moves  - 
I'm running a final session for a short campaign tomorrow. The majority of the action will take place underwater. They spent last session gathering information and finding a way to exist underwater for extended periods. They ended up finding an alchemist who was able to make them some potions of water breathing (they will grow gills). One player wanted to become a shark. After some negotiation with the alchemist, it was determined that she could make that kind of potion.

Become Shark needs some rules. The player really wants to be able to cast his spells (he's a wizard) as a shark. While this is cool, I'm trying to figure out how it works. I've tried to get him to describe his spells in the past (do they have a somatic or verbal component?). I have not gotten quite enough description to nail that down. Any suggestions on how I should proceed? I'm thinking either:
- he can cast spells as a shark
- I rule that the potion lasts a short time (e.g. one fight) and it makes him awesome melee but not spells.

When not a shark, he can do his spells normally underwater, subject to hopefully cool description of course.
Joseph F. Russo's profile photoDaniel Papke's profile photo
The separate prep for each seems like a good idea. It has some drawbacks so it doesn't just overwhelm the druid's coolness. I assume that the total number of non-rotes he prepares cannot exceed his normal max. So he has to split between "human spells" and "shark-ready spells".
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Chris Rouillard

Discussion  - 
Watching "Critical Role" on

First off, I love the show. It's a ton of fun to watch, and the GM and players are all entertaining as hell (I highly recommend it to everybody)

The thing that made me realize how much I love Dungeon World is a scene in the second episode. (They're using D&D 5E)

Basically, one of the heroes cast a lightning spell on a creature that was soaking wet. The hero mentioned that it was soaking wet, and that he was casting the spell pretty much for that reason.

The hero hit with the spell, zap zap damage... but the water really had no bearing on the attack.

In my mind, I'm shouting "Have the creature stunned for a second! Have it take a bit of extra damage!

Did the wizard roll a 7-9? He didn't realize that the puddle the creature is standing in has gotten to the fighter, and he sees the bolt of electricity hit the creature, and then arc through the puddle toward his friend.

Fighter, you look down in time to see a bolt of electricity charging toward you along the ground. What do you do? What do you do?!?"

The rules in other systems are often so tied into mechanics, that improv is pretty limited.

Sure, coming up with stuff in DW can often be a brain drain. But it's so much more awesome when you can use stuff like this.
Michael Ross's profile photoIgor Toscano's profile photo
"You're gamify'ing RP"
That's why there is a G in RPG, actually....
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Eric Lochstampfor

Custom Moves  - 
When you navigate the sewers... to move about the city undetected, Roll +INT. On a 10+ you arrive where you intend to and don't get filth all over yourself. On a 7-9 pick one or the other.
Eric Lochstampfor's profile photo
Actually, as I recall, it was made to avoid this move specifically:
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Michael D

Discussion  - 
When two moves could be one

+Dennis Appell raised the question of handling when a character does two things in one action.
"e.g.  Character is tied to a wooden chair with his arms strapped to the chair armrests. He breaks the arm off and smashes it into the face of the gloating antagonist hovering over him."

In this case I'd go with a single Hack & Slash move because both actions use +STR and the Hack & Slash results can easily cover teh full spectrum of the action (e.g. 10+ = clear success; 7-9 = break the chair but the attack has a problem; 6- = fail to break the chair + opponent's response).

But what if they're slipping their chains (Defy Danger with +DEX) and using them for their attack (Hack & Slash = +STR):
- Does this become two separate moves/rolls?
- Or do you handle it as one move? If so, which one?
Cooper Walden's profile photoTrevor Michel's profile photo
I would (almost) always make two rolls out of situation. I think making one Defy Danger roll to quietly escape being tied to the chair before throwing punches would decide whether the hero escapes and gets a weapon (chair leg), breaks free and either hurts themselves or takes longer, or still has their arms and hands tied to the intact chair. Then, after the first roll, can roll to spin around with a chair on their back (or what-have-you) using STR and Hack & Slash.

I don't like lumping both actions of escaping and attacking into one roll, unless your group really, really needs everything to move at the speed of light.

I do like what a few have said that which class/character is tied down would have an impact on what they could use to try and escape/attack.
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Melissa Fisher

Hangouts Games  - 
Am having lots of fun playing my Spider class. Finally got a good chance to try it out too.

Video to hangout here:
Melissa Fisher's profile photo
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David Paul

Discussion  - 
Hey Gang,

Some thoughts and questions regarding blending systems. In this case, DW and D&D 5e.

A while back I asked if there would be a similar way to get roll mechanics of D&D 5e to mimic the success/partial success/failure of DW. There were some good suggestions there, such as just rolling two d20. As it turns out, 5e has an official variant (that I missed on first read through), that has a partial success  on a roll missed by 1 or 2 points. Thanks for all that input, btw. Still useful.

Secondly, I'm curious if anyone else is also experimenting with blending DW with other systems, particularly 5e. I actually like both systems quite a bit, but sometimes I like to mix and match where I can. Assuming the example above works out pretty well, I was wondering what your thoughts would be on completely removing initiative from 5e. That's one of the great things I love about DW, as it really reinforces what the whole system is about. I'm not even sure removing initiative from 5e would be feasible, simply because each system handles combat so differently. Thoughts?

I know I could just use one system exclusively, and might end up doing that in the end. These are just some thought exercise's and 'talking out loud'. Thanks a bunch!

(might post this over on the 5e G+ as well)
Russell Borogove's profile photoStephen Hassard's profile photo
+Russell Borogove - Thanks for the recommendation I'll have to check it out. Sounds like just what I was looking for.
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Nathaniel Garth

Discussion  - 
My group just started playing this great game, but we have a problem and are looking for the answer to a question. On page 131 of the Dungeon World it states this about animal companion:

Choose a base:
Ferocity +2, Cunning +1, 1 Armor, Instinct +1
Ferocity +2, Cunning +2, 0 Armor, Instinct +1
Ferocity +1, Cunning +2, 1 Armor, Instinct +1
Ferocity +3, Cunning +1, 1 Armor, Instinct +2
Choose as many strengths as its ferocity:
Fast, burly, huge, calm, adaptable, quick reflexes, tireless, camouflage, ferocious, intimidating, keen senses, stealthy
Your animal companion is trained to fight humanoids. Choose as many additional trainings as its cunning:
Hunt, search, scout, guard, fight monsters, perform, labor, travel
Choose as many weaknesses as its instinct:
Flighty, savage, slow, broken, frightening, forgetful, stubborn, lame.

Can someone tell me where the definition of the various strengths, trainings, and weaknesses can be found.
Nathaniel Garth's profile photoChris “HyveMynd” Stone-Bush's profile photo
A lot of stuff in DW works in a similar way; it's really just shorthand notes to remind players how to narrate things.
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Jeremy Nilson

Actual Play  - 
I can't find this particular "rule" but I feel like I read about it at one point if someone can refresh my memory. Is there gameplay mechanic where players accrue some time of points that they spend later when they make really good rolls?
Peter J's profile photoNoah Ledbetter's profile photo
This sounds like Bolster to me:
When you spend your leisure time in study, meditation, or hard practice, you gain preparation. If you prepare for a week or two, 1 preparation. If you prepare for a month or longer, 3 preparation. When your preparation pays off spend 1 preparation for +1 to any roll. You can only spend one preparation per roll.
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Roberto Darko

Discussion  - 
I have a doubt about the Cleric: does Cleric's rotes require "Cast a Spell" to be casted or he/she can use them whenever he/she want freely?
Bob Bersch's profile photoDiego Minuti's profile photo
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