this post was submitted on 07 Jul 2023
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Dungeon World

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I like Dungeon World, but there are some things I don't like. I don't like the damage dice especially. It makes it more like D&D than I want to be.

I have seen mention of some variants, and I checked out the free version of Chasing Adventure which seemed more like what I was looking for.

What are the other Variants people have played, and what are they like?

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[–] Nerosus@ttrpg.network 2 points 1 year ago (1 children)

When you say variants, do you mean the house ruled ones or the ones who published theirnown thing, yet still try to dip into fantasy genre?

Like Homebrew World is house ruled version and Fantasy World is its own thing.

[–] DerveHall@lemmy.ca 2 points 1 year ago (2 children)

Chasing adventure was a 'house ruled' Dungeon World, but now is its own published thing.

What does Homebrew World change?

I am just looking for other peoples experience with 'House Ruled' variants and spin offs of it. I only have experience with MotW, and I find the hit points in Dungeon World kind of awkward.

[–] jnarical@ttrpg.network 3 points 1 year ago* (last edited 1 year ago)

https://spoutinglore.blogspot.com/2018/07/homebrew-world.html

upd: hit points in DW is like plot armor, it's not about health state explicitly

[–] Nerosus@ttrpg.network 2 points 1 year ago (1 children)

What makes HP feel different from Harm? It is essentially the same in my head. I also really like that in Dungeon World, that the game isn't bogged down by what weapon does the most damage. It is all in the characters capabilities.

I haven't looked at every hack of Dungeon World. But they all slightly changes some of the moves here and there. Either in ways I like or not.

Homebrew World has a slightly different take on inventory and the defend move I really enjoy. But it still uses spell lists. But it is more or less my go-to for one-shots due to it having much less mechanics.

I really liked Worlds of Adventure new stats (the unpublished version) and that race no longer has a hard mechanic behind it. But Wizards still use a spell list.

Unlimited Dungeons has a neat mechanic for wizard spells, but I find it still quite limiting an rigid. Its heritage mechanic is neat, but I do not like its "mark box to use ability"-aspect. But if the heritage aspect is removed, it is a nice hack.

My favorit is my own hack, Mixed Adventures, which combines the various aspects I enjoy from the hacks. The most unique part of it is how it handles spell casting which isn't a fixed list. The character chooses couple aspects for their magic (spheres/domain) that determine what they can do with their magic. The player simply describes a spell that fits. And if it seems like to much, the GM may add requirements or say it must be a ritual (ala Monster of the Week).

[–] jnarical@ttrpg.network 2 points 1 year ago (1 children)

Yes! If I want some kind of mage/spellcaster in my game, I go for Unlimited Dungeons variant. Bot DW and HbW mage variants are disappointedly limited

[–] Nerosus@ttrpg.network 3 points 1 year ago* (last edited 1 year ago) (2 children)

If you want spellcasting to be even more freeform, Mixed Adventure follows more the logic of most other moves, were the player describes what the character does and their intention. Each "school/domain", doesn't have their own move. It just determines how the fiction can be shaped by the character.

Edit: Updated the link

[–] jnarical@ttrpg.network 1 points 1 year ago* (last edited 1 year ago) (1 children)

~~Can you share mage playbook?~~ Never mind, I've taken it from cached reddit page)))

[–] Nerosus@ttrpg.network 3 points 1 year ago

Oh dear o_O ! I pasted in the wrong link.. Here is the right link (i hope). There is a folder with the individual playbooks as well.

I am also working on making a "Proper" file like with the other hacks, explaining some of the changes.