Inspired by the Quantum Ogres vs. Read a Sitch? side discussion, I am curious how you play your personal version of Dungeon World?
One of the neatest things about DW is how not only it emulates Dungeons & Dragons as a genre but also how it has done so as a product: everyone I know that plays it for any length of time drifts it strongly into a personal direction.
I think this is a different quality than other PbtA games have, that even when put into different contexts still aim to draw on what makes the core game unique.
And I think itās a great quality of the game and a way to get a fantasy game that explores the stuff I enjoy about fantasy.
My own DW kit basically looks like this:
- Class Warfare by Johnstone Metzger
- My own customization of Jason Cordovaās Labyrinth move (from Discern Realities Annual)
- The Heritage move for PCs from Planarch Codex: Dark Heart of the Dreamer by J. Walton
- The āDraw the Mapā technique and journey moves from The Perilous Wilds by Jason Lutes and Jeremy Strandberg
And then Iāve added my own alterations:
- gone are race moves and alignment; the Heritage move from Dark Heart replaces this and it is much more interesting to me; it uses the player characters as a unique lenses of the cultures they come from.
- I still use Bonds but treat them almost more like Burning Wheel Beliefs for relationships that are evolved in small steps (most of the time)
And my own additions are:
- Escaping the Horde, a peripheral move about managing overwhelming odds
- Sway Hearts & Mind, a new basic move to allow players to mechanically engage Threats by means other than violence (structurally it mirrors Defy Danger with different approaches)
- Smooch & Smash, a peripheral move about exactly what you think
So thatās basically Mathias Worldā¦ but what additions and alterations do you use as go-toās? Iād be curious to know (and maybe lift for my own kit).