How do you play World of Dungeons?

I recently ran a one-shot session using the Daughter of Ice dungeon starter, and plugging in the Last Breath move from Dungeon World.

It was a blast, and my players are incredibly stoked for an eventual campaign. I plan on using a bunch of the world-creation, travelling moves and random tables from Perilous Wilds, but otherwise sticking to the core document.

(first time posting by the way, I hope resurrecting months-old topics is not bad form)

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More thread necro here, but I ran WoDu last night and would like to share.

Do you use the Magic system as-is?
No. I use something similar to Freebooters on the Frontier. Spell names are generated through random tables and casters choose options according to very limited parameters each time. Flexible but not wide open.

What about classes? Standard set, or do you let people mix & match?
For this version, I tore out the WoDu engine and put it in a feudal Japan chassis. There are Bushi, Gakusho, Kensei, Ninja, Shugenja, Samurai, and Sohei. None of these correspond directly to traditional classes.

Do you use anything like Keys, Drives, Bonds or Flags? Flaws?
I’ve started using Flags and Drives. The players have really embraced this approach, which is all any of us DMs/GMs ask for.

What about XP on fail?
Nope. I’ve borrowed XP and End of Session from DW and moved it to a beginning of session move. My group isn’t as young as we’d like to be and no one wants to do bookkeeping at the end of a late session. This also serves as a good way to recap the previous session.

Adventuring Gear or abstracted items?
Absolutely. Not just adventuring gear, but thieves’ gear, mystics’ gear and Usage Dice.

Inventory?
We have a limited equipment list using a standard “coin” currency.

Hit Dice/Damage?
Hit Dice and Damage are both by-the-book, surprisingly.

Custom Character Sheet?
Technically, yes. I’m running it online so we’re using something I cooked up in Google Slides.

DW GM Moves?
Absolutely. I rely pretty heavily on these as I’m not yet comfortable just being in the moment and making things up on the fly. I also rely on my understanding of playbook moves to interpret the WoDu results.

Setting?
It’s feudal Japan having borrowed heavily from WOTCs Rokugan setting, Legend of the Five Rings, Bushido from the early 80s, and an OSR thing I found called Shinobi & Samurai. I’ve pulled from these prior works and conducted a limited amount of research to try to be respectful of the era and culture, but know that more could be done. Oh, and I have to acknowledge Usagi Yojimbo and Tomoe Gozen.

I’m happy with how it worked in play. Here it is if anyone is interested.

World of Jinja

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Hey. I am starting a solo game with WoDu. Specifically I will be using Streets of Marienburg, since it seems more fully fleshed, at a sweet spot for me.

I want to basically play through all the OSR goodies I have collected (Barrowmaze, Carcosa, Highfell, etc.) and never get to play.

My question is:

  • do you incorporate monster stats as is?
  • how do you incorporate magic items?
  • how about spells?

Can a Wizard PC get a spellbook of a NPC and cast those spells? Or can they only cast spells using the SoM system? Thanks

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A few months passed, but if you are still there I wanted to ask you more questions about the game, which looks really nice. Specifically, how do you do character creation?