Tag: technical

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  • Cleric

    The lands of Dungeon World are a gods-forsaken mess. They’re lousy with the walking dead, beasts of all sorts, and the vast unnatural spaces between safe and temple-blessed civilizations. It is a godless world out …

  • Bard

    The poems say an adventurer’s life is all open roads and the glory of coin and combat. The tales told in every farmhand-filled inn have to have some ring of truth to them, don’t they? The songs to inspire …

  • Druid

    Cast your eyes around the fire. What has brought you to these people, stinking of the dust and sweat of the city? Perhaps it is a kindness—do you protect them as the mother bear watches over her cubs? Are they your …

  • Fighter

    It’s a thankless job—living day to day by your armor and the skill of your arm. To dive heedlessly into danger. They won’t be playing golden horns for the time you took that knife to the ribs for them in the bar in …

  • Paladin

    Hell awaits. An eternity of torment in fire or ice or whatever best suits the sins of the damned throngs of Dungeon World. All that stands between the pits of that grim torture and salvation is you. Holy man, …

  • Ranger

    These city-born folk you travel with. Have they heard the call of the wolf? Felt the winds howl in the bleak deserts of the East? Have they hunted their prey with the bow and the knife like you? Hell no. That’s why …

  • Wizard

    Dungeon World has rules. Not the laws of men or the rule of some petty tyrant. Bigger, better rules. You drop something—it falls. You can’t make something out of nothing. The dead stay dead, right?

    Oh, the …

  • Cleric Spells

    Every time you commune, you gain access to all of your rotes without having to select them or count them toward your allotment of spells.

    Light

  • Wizard Spells

    You prepare all of your cantrips every time you prepare spells without having to select them or count them toward your allotment of spells.

    Light Cantrip

  • How to play

    The rules help shape the conversation of play. While the GM and the players are talking, the rules and the fiction are talking, too. Every rule has an explicit fictional trigger that tells you when it is meant to come into the conversation.

  • Equipment

    The musty tombs and forgotten treasure troves of the world are filled with useful items. The fighter can find a sharp new sword or the thief might stumble across a deadly poison. Most items are mundane—not magical or intrinsically …

  • Links

    "Basics of Dungeon World":https://dl.dropboxusercontent.com/u/3269630/dwdotcom/eon-guide/Dungeon%20World%20Guide%20pdf%20version%201.2.pdf

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