Here is the agenda for tonight's character creation session.
Intro to Dungeon World
- Fiction first
- Fiction triggers moves
- We roll 2d6 + a set
- 10+ = great
- 7-9 = okay
- 6- = mark XP and uh-oh
Please publicly post the following Gist, and name it keybase.md
I hereby claim:
These are custom moves and resources to be used when playing a guild-based Dungeon World campaign. This presumes that all characters are members of a guild, and that each session will have a different cast of those guild members.
At the start of the session everyone look to your character sheets and remind yourself of the following:
We get together after work to roll dice and pretend to be knights, assassins, wizards, heroes, and adventurers. We fight orcs and necromancers and ghosts while we explore the world, learn its secrets, and find its treasures.
Tell Colin you want to play and he'll schedule you in to one of the sessions.
You need to commit to at least one evening. One sessions is usually about 3 hours. If you like it you can keep playing.
The following is a guide for generating an organization of like-minded explorers, questers, do-gooders, and adventurers that your player characters can join. This is primarily for use in Dungeon World, in groups where a rotating cast of players will play for short mini-adventures that the guild has taken on.
When creating the guild these are my goals for the final result: