recursal/Fanatic-Fandom huggingface dataset:
The First Session

For the first session, you have a few goals that are as follows:

## Establish details, describe

All the ideas and visions in your head don’t exist in the fiction of the game until you share them, describe them, and detail them. The first session is the time to establish the basics of what things look like, who’s in charge, what they wear, what the world is like, what the immediate location is like. Encourage everyone to contribute by asking the players questions-**use what the players give you.** Let everyone describe what they please but keep it brief enough to expand on later. Let a unique detail or two to make a description really stand out as real.

## Ask questions

If you ever find yourself at a loss, pause for a second and ask a question. Ask one character a question about another. When a character does something, ask how a different character feels or reacts. Questions will power your game and make it feel real and exciting. Use the answers you find to fill in what might happen next.

## Leave blanks

This is one of your principles, but it’s especially true during the first session. Every blank is another cool thing waiting to happen; leave yourself a stock of them.

## Look for interesting facts

There are some ideas that, when you hear them, just jump out at you. When you hear one of those ideas, just write it down. When a player mentions the Duke of Sorrows being the demon he bargained with, note it. That little fact is the seed for a whole world.

## Help the players understand the moves

You’ve already read the game, the players may not have, so it’s up to you to help them if they need it. The fact is, they likely won’t need it much. All they have to do is describe what their character does, the rules take care of the rest.

The one place they may need some help is remembering the triggers for the moves. Keep an ear out for actions that trigger moves, like attacking in melee or consulting their knowledge. After a few moves the players will likely remember them on their own.

## Give each adventurer a chance to shine

As a fan of the heroes (remember your agenda?) you want to see them do what they do best. Give them a chance at this, not by tailoring every room to their skills, but by portraying a fantastic world (agenda again) where there are many solutions to every challenge.

## Introduce NPCs

NPCs bring the world to life. If every monster does nothing more than attack and every blacksmith sets out their wares for simple payment the world is dead. Instead give your characters, especially those that the players show an interest in, life (principles, remember?). Introduce NPCs but don’t protect them. The recently deceased Lord of Goblins is just as useful for future adventures as the one who’s still alive.
Struggle As One

When you Defy Danger as a group, acting despite the same imminent threat or suffering the same calamity, roughly describe your strategy and you each roll +stat: on a 6-, you find yourself in a spot, tell us how you got there;.on a 7-9, you get through just fine; on a 10+, you do well enough to get someone else out of a spot, if you can tell us how.

If you roll a 6- and someone else saves you, don’t mark XP.
Семисекундная война

В итоге в 2040 году тридцатого марта, когда системы обороны синхронизировали с компьютером Чижа произошла атака людей.  Система безопасности, которая была не готова не смогла распознать 3 ядерных заряда, каждый из которых мог покрыть весь город. В это время, кстати, Нооврея так выросла что рассосался пространственный карман. При этом город потерял свою главную защиту. В общем погибнуть бы Ноофурианам сразу, если бы не Вектор. Первые два заряда он смог взорвать ещё на подлете, а вот третий нет. Третий заряд он увел вверх, вместе с собой и взорвался вместе с бомбой. Деморализованные войска Ноофуриан потерпели крах, так как люди использовали их технологии против самих ноофуриан. Да и задавили численностью. Этот эпизод получил название Семисекундная война Из 30 миллионов Ноофуриан выжило только 10 тысяч. В эти крохи входила, и семья Вектора Аммадея кроме его самого. Убивали всех и женщин, и детей. Было и насилие, и бандитизм. Люди показали свое истинное лицо.  Ноофуриан раздели, собрали в грязных бараках, а после либо раздавали, либо водили на эксперименты. Многие Ноофуриане оказались в рабстве, другие в лабораториях. Был там и такой проект по контролю численности самок и самцов Ноофуриан. Власть имущие увидели красоту в ноофурианах, но только внешнюю. Их хотели разводить и поэтому часть самцов под воздействием особых препаратов и хирургического вмешательства подвергли смене пола. Среди таких был и Син Аммадей.  Обычно таких опущенных прямиком отправляли в бордели где держали как прислугу или шлюх. При чем не был важен даже возраст. Ноофуриан скрещивали, а детей отдавали как домашних любимцев. Были не редки случаи смерти детей. Некоторых Ноофуриан пускали на дорогую шерсть и кожу.  Кто-то заметил, что у Ноофуриан очень питательное и вкусное молоко – их тут же и в это запрягли. Не было пределу страданиям Ноофурианского народа.  А они не могли вырваться, так как одних держали семьей, других особым образом обрабатывали, лишая несферических сил.  Это длилось целых семь лет. Семь долгих и беспросветных лет. Но в один прекрасный день в 22.07.2047 года вернулся Вектор. Он вышел из Сдвигового Сектора пешком и не оставлял на своем пути никого кроме трупов.
Crypt Wright

*Group, Devious, Intelligent, Cautious, Hoarder, Terrifying*

**10 HP, 4 armor**
Ghost Blade (**d6 damage**; close, near)

Special Qualities: Undead

A crypt wight is a corpse given a semblance of life through a fallen spirit's love of violence and hatred. A crypt wight can drain the life energy out of victims by touch or blade, turning them into new wights upon death. Crypt wights may not leave their tombs and sunlight is fatal to them. They may not cross running water or salt. Silver weapons do double damage. A crypt wight appears as a weird and twisted reflection of the form it had in life. Wights are always evil.

Custom Move

When a crypt wight first drains you with its ghost blade or touch, ROLL+CON:

* On a 10+, it fails and you take no damage
* On 7-9, choose 1 effect
* On 6- all 3 take effect as well as anything else GM does
	+ All light is extinguished
	+ You are ambushed by another corpse or the walls (GM choice)
	+ You are shown the horrors of Undeath (GM will describe)

**Instinct**: Steal the strength of the living
Custom Moves

Custom Moves generally add something to Basic/Special/Starting Move or replace a core Basic/Special/Starting Move with something else and don't change other game elements much.

* Those From The Perilous Wilds
* +11 Level Moves by Tony Ferron
* Tuned Up At 11's Extra Moves
* Adventurer vs Adventurer by Unknown (r/Dungeon World)
* A Matter of Honor & Blood by Steelsmiter
* Burning by Jeremy Strandberg
* Chronicle Your Journey by Eggdropsoup
* Crafting New Spells by Chris J
* Discerning Trouble Ahead by Ryan H
* Diseases by Dwarfare
* Don't You Know Who I Am? by Ho Teck Kan
* Drowning by Jeremy Strandberg
* Falling by Jeremy Strandberg
* Fishing by Dylan Knight
* Leverage Experience by Michael Greene
* Love Letter (Custom GM Move)
* Mind Control by Jeremy Strandberg
* Navigating A Labryinth by drd1126
* Navigating the Underdark by Sean Fager and Chris "HyveMynd" Stone-Bush
* Prowling About by Sébastien Brunet
* Reaction Check by Jeremy Strandberg
* Read the Fates by Andrew Aldwood
* Replacing A Signature Weapon by Bridger15
* Scouting Ahead by Jeremy Strandberg
* Seek Out by Unknown
* Serving Notice by Eric Lochstampfor
* Strength of WIll by Sean Fager
* Struggle As One by Jeremy Strandberg
* Tinker by Harrison
* Trouble Ahead by Ryan H (Hugo)
* Vin Moves by Vindexus
* Working Together by Jeremy Strandberg
Burning

When you take damage from fire (incidental damage, not damage from a creature), you take…

* 1d4 damage if it’d cause small, localized burns: a torch, a sleeve on fire, etc.
* 1d6 damage if it’d cause sizeable, painful burns: a campfire, a brazier full of hot coals, getting splashed with flaming lamp oil, etc.
* 1d8 damage if it’s a big and engulfing: a bonfire, a house fire
* 1d10 damage if it’s incinerating: hellfire, a roaring wildfire, lava

Fire damage is often *messy*.

When you stop, drop, and roll, roll +CON:

* On 10+, the flames go out, but the GM might ask you to pick 1 if you were seriously lit up
* On 7-9, the flames go out but the GM picks 1, and might ask you to pick another
	+ Mark a debility : Weakened, Shaky, Sickened, or Scarred (your choice)
	+ Something you were wearing burns up; ask the GM what
	+ Take damage from the flames; ask the GM how much
* On a 6-, burn, baby, burn. Roll additional damage as well as anything else the GM does.
World Maps

These fantasy world maps have been put designated as free-to-use by their respective artists.  They can be downloaded and printed out to serve as a foundation for a campaign map.  Some but not all of these are available for commercial use.

* Free Use Low-Rez Map by Vandel J. Arden
* The Only Fantasy Map You'll Ever Need by EotBeholder
	+ The Blank Version
* World Maps by Free Fantasy Maps
* Free Old Fantasy Map by Arsheeth
	+ Arsheeth's free colored map
* Fantasy Map 01 by Paramenides-Mapstock
Dungeon Starters

Adapted from Fine Mess Games

**Dungeon Starters** are a form of GM prep for running the first session of a Dungeon World game. Dungeon Starters don’t dictate plot, they’re not **Fronts** (you write those after the first session), and they don’t replace the GM playbook. They are also less detailed than Adventure Starters.

Dungeon Starters are for those times when you want to just sit down and start a game right right away. Just a couple pages long, Dungeon Starters provide a unified flavor. Among other things, they include some simple details, questions, impressions, custom moves, items and services, spells and monsters. Sometimes there is even a map or visual image or two.

* Dungeon Starter Template by Fine Mess Games

## Easy Dungeon Starter Template by Whipblade

* You are at the entrance to NAMED DUNGEON LOCATION,
* which is located in/on NAMED FANTASTIC / UNNATURAL SURROUNDINGS.
* You have journeyed here to QUEST on behalf of MORALLY AMBIGUOUS CHARACTER.
* Your luck has turned sour though, because IMMEDIATE IMPEDIMENT.
* And that’s a real problem because GRUELING CONSEQUENCES.
* To make matters worse, you have just seen signs of APPROACHING THREAT.
* You can’t turn back since YET ANOTHER ANNOYING REASON.

## Free Dungeon Starters

* Archive ofMark Tygart's Dungeon Starters
* Free Dungeon Starters from Fine Mess Games
* Dying Garden by Dylan Green
* Precipice by Travis Scot
* Reign of Dust by Sabe Jones
* The Sandstone Prophecy by Sabe Jones
* The Slaughter Stone by Logan Bonner
* Strange Garden by Dungeonfish
* The Twin Thistle Isle by Brandon Schmelz

## Purchaseable Starters

* 20 Dungeon Starters by Lampblack&Brimstone
* works of Joe Banner
Curses

A **curse** invokesmagic (arcane or divine) to cause harm or inflict punishment, possibly through an indirect means.  They are a type of spell that doesn't belong to a specific school- unless a GM wishes that to be true for their campaign world. Curses are mentioned in passing several times in the Dungeon World core book but not included as an actual component to the system.  All curses can be broken or removed in some manner. Curses may or may not deal damage, either immediately or over time.   Unlike debilities, they do not end via the Recover move.The 9th level cleric spell Repair will end all magical effects including curses.  A custom Remove Curse move can be granted to an NPC or even learned by a character when its appropriate to the fiction.

**Cursed Places** are included on the lists of Dangers for Fronts with suggested GM moves.  How places, or people, or items get cursed is left up to the individual imagination.  Here are some general resources to help GMs use curses.

## Bestowing Curses (GM Move)

A curse might be laid upon an adventurer via a creature like a witch who's capable of bestowing curses as a monster move .  It could be something that happens from being in the wrong place at the wrong time when a curse is being laid down on everyone in the area (location move).  It might be the direct result of an action a character does to offend a god or higher power (danger move).  It could be the result of picking up or activating a cursed item- if so?  The character can find out about it when the GM reveals an unwelcome truth.  The curse could even be the result of the adventurer being put on a spot or the price paid when they want something desperately but could not otherwise get it (Tell them the requirements or consequences and ask).  In all cases?  **Think Dangerous** but **Be A Fan of the Characters**.

## Other Resources

* Grim World developed  the **Necromancer** class with Curse as a Starting Move and provides details about many Cursed Items and included a Making A Cursed Item tool kit.

* Dyson's Random Curses

* Curses As A Trope

* Curse Name Generator
Animal Companion

*"From what I understand those tags define what the companion can do in the fiction. For example, a ranger with a burly, adaptable mountain gorilla could have it block off a narrow passage with its bulk, and perform just as well in chilly environments as its native habitat, while a slender, poisonous, cold-blooded snake would have different uses." - Lirsumis on r/Dungeon World*

*"Also, the way we played, the Ranger controlled his pet when proactive, but the GM controlled it when the animal was reactive. So the ranger could command him to do anything he believed appropriate, but the GM took over briefly when it was defending/fleeing/whatever."*  - AdamPalma on r/Dungeon World

You have a supernatural connection with a loyal animal. You can’t talk to it per se but it always acts as you wish it to. Name your animal companion and choose a species:

* Wolf, cougar, bear, eagle, dog, hawk, cat, owl, pigeon, rat, mule

Choose a base:

* Ferocity +2, Cunning +1, 1 Armor, Instinct +1
* Ferocity +2, Cunning +2, 0 Armor, Instinct +1
* Ferocity +1, Cunning +2, 1 Armor, Instinct +1
* Ferocity +3, Cunning +1, 1 Armor, Instinct +2

Choose as many strengths as its ferocity:

* Fast, burly, huge, calm, adaptable, quick reflexes, tireless, camouflage, ferocious, intimidating, keen senses, stealthy

Your animal companion is trained to fight humanoids. Choose as many additional trainings as its cunning:

* Hunt, search, scout, guard, fight monsters, perform, labor, travel

Choose as many weaknesses as its instinct:

* Flighty, savage, slow, broken, frightening, forgetful, stubborn, lame

* good forum discussion on Animal Companions
* see also Animal Companion FAQ
Custom Bonds

Bonds  are made at Character Creation and resolve as the game fiction develops. New bonds can be written any time its appropriate with End of Session being ideal.

* Article on Customizing Bonds by Ryan Macklin

* r/DW discussion on Making Bonds

* Random Bonds Generator

## Sample Custom Bonds for Character Creation

adapted from Sly Flourish

* \_\_\_\_\_\_\_\_\_\_\_ and I are [family relationship] who survived being \_\_\_\_\_\_\_\_\_\_\_ together.
* It has been prophesied that I will save \_\_\_\_\_\_\_\_\_\_\_ from a terrible fate.
* \_\_\_\_\_\_\_\_\_\_\_ found me in the bowels of a \_\_\_\_\_\_\_\_\_\_\_. I was \_\_\_\_\_\_\_\_\_\_\_ at the time.
* \_\_\_\_\_\_\_\_\_\_\_ is oath-bound to save me from a terrible curse.
* \_\_\_\_\_\_\_\_\_\_\_ and I are the only survivors of a horrible \_\_\_\_\_\_\_\_\_\_\_ attack.
* \_\_\_\_\_\_\_\_\_\_\_ and I share dreams of exploring the \_\_\_\_\_\_\_\_\_\_\_ together.
* \_\_\_\_\_\_\_\_\_\_\_ and I are sworn to recover the \_\_\_\_\_\_\_\_\_\_\_ for \_\_\_\_\_\_\_\_\_\_\_.
* \_\_\_\_\_\_\_\_\_\_\_ and I have were hired by \_\_\_\_\_\_\_\_\_\_\_ to \_\_\_\_\_\_\_\_\_\_\_ but it ended badly for us.
Herculean Appetites

## Classic DW Appetites

Others may content themselves with just a taste of wine, or dominion over a servant or two, but you want more. Choose two appetites. While pursuing one of your appetites if you would roll for a move, instead of rolling 2d6 you roll 1d6+1d8. If the d6 is the higher die of the pair, the GM will also introduce a complication or danger that comes about due to your heedless pursuits.

* Pure destruction
* Power over others
* Mortal pleasures
* Conquest
* Riches and property
* Fame and glory
Elves

Classic DW intentionally avoids characterizing the races. Instead, individual GMs are giving free rein to make all of them as unique as they wish. Here are some questions that GMs can think about either while Prepping for their first game chronicle or to ask the players during First Session.

1. How common are elves in the the Known World compared to humans, dwarves and halflings?

2. What are three physical traits that more distinguish halflings from the other player races? Is there anything physically unique about them compared to Tolkien or D&D?

3. Are elves found in multiple regions in the Known World? What is three important or interesting about the specific elven culture closest to where the game session/campaign begins?

4. Are any of the adventurers elves from this or a nearby region? What are three things they were taught about the human race? And the halflings? And the dwarves?

5.Do the elves in the starting area have good relations with the humans? The dwarves? The halflings? Is there a different race they have good relations with? What about a non-player race or creature that they especially fear or dread?

6. Do the elves of the starting region celebrate any special holidays or worship a deity of any kind? What are three important or interesting things about the local elven religion or holidays?
Core Playbook Names

## Dwarf

Durga, Aelfar, Gerda, Rurgosh, Bjorn, Drummond, Helga, Siggrun, Freya, Ozruk, Surtur, Brunhilda, Annika, Janos, Greta, Dim, Rundrig, Jarl, Xotoq

## Outsider

Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir, Qua, Sacer, Vercin’geto, Barbozar, Clovis, Frael, Thra raxes, Sillius, Sha Sheena, Khamisi

## Elven

Astrafel, Daelwyn, Feliana, Damarra, Sistranalle, Pendrell, Melliandre, Dagoliir, Hycorax, Ethanwe, Sinathel, Demanor, Menoliir, Mithralan, Taeros, Aegor, Elohiir, Sharaseth, Hasrith, Shevaral, Cadeus, Eldar, Kithracet, Thelian, Throndir, Elrosine, Aranwe, Celion, Dambrath, Lanethe, Galadiir, Fenfaril, Lilliastre, Phirosalle, Enkirash, Halwyr

## Halfling

Tanner, Dunstan, Rose, Ivy, Robard, Mab, Thistle, Puck, Anne, Serah, Finnegan, Olive, Randolph, Bartleby, Aubrey, Baldwin, Becca, Felix, Rook, Mouse, Sketch, Trixie, Robin, Omar, Brynn, Bug

## Human

Baldric, Leena, Dunwick, Willem, Edwyn, Florian, Seraphine, Quorra, Charlotte, Lily, Ramonde, Cassandra, Elana, Obelis, Herran, Syla, Andanna, Siobhan, Aziz, Pelin, Sibel, Nils, Wei, Hawke, Rudiger, Gregor, Brianne, Walton, Castor, Shanna, Ajax, Hob, Solomon, Timothy, Kalil, Omen, Yohn, Hiko, Agasha, Elizabeth, Harald, Fatia, Khalwa, Adur, Ignis, Yajna, Umlilo, Thaddeus, Augustine, Lux, Cassius, Hadrian, Lucia, Octavia, Regulus, Valeria, Sanguinus, Titanius, Jonah, Halek, Brandon, Emory, Shrike, Nora, Diana, Sparrow, Shank, Jack, Marlow, Dodge, Rat, Pox, Humble, Farley, Avon, Morgan, Rath, Ysolde, Ovid, Vitus, Aldara, Xeno, Uri

## Salamander

Sulfurheart, Flamewalker, Emberlash, Cinderclaw, Charfiend, Bittertallow, Barrowblaze, Singescale, Candlewick, Coalfang

* see also Naming Your PC
Region Table

When you need to create a new region and need inspiration, roll one up. First, roll 1d12 for the region name template. Then, roll for each component of that template until you have a complete name. Rewrite or re-roll any result you don’t like.

* 1-4[Adjective] [Terrain]
* 5-6[Terrain] of (the) [Noun]
* 7-8 [Terrain] [Adjective]
* 9-10 [Noun] [Terrain]
* 11 [Noun]’s [Adjective] [Terrain]
* 12 [Adjective] [Terrain] of (the) [Noun]

* Choose a name appropriate to your setting; or use a name generator
Ceffylwraig (Horse Wife)

(pronounced KAY-ful-oo-RIEG or "KEF-el-rag")

*solitary, large, cautious, organized, magical, spirit*

**HP 20, Armor 0**

Kicking hoofs: **[w]2d8+3** (*hand, close, forceful*)

* Manifest as a majestic, beautiful horse
* Slip free of any restraint
* Guide the herd like it was a single living entity
* Curse someone with wild, unbridled emotions

**Instinct:** to be fiercely independent

A herd of wild horses has a life, nay, a spirit all its own, a spirit as free and fickle as the wind. Take care, you who would poach wild horses for your own purpose, lest you find your heart turned against you!

Something interesting: A ceffylwraig sees herself more as queen than wife: proud and haughty, disdainful of the weak and the slow, the herd her subjects more than her children

Something useful: a ceffylwraig is scornful and suspicious of praise or fancy words, but can be appeased by thoughtful gifts, offered with appropriate respect from proud women of noble bearing

* What sort of gift do the ceffylwraig most value?
* What sort of gift will do in a pinch?
Aid or Interfere

## Classic Version

When you help or hinder someone , roll+bond with them. (You can have multiple bonds with someone)

* On a 10+, they take +1 or -2 to their roll, your choice.
* On a 7–9, they still get a modifier, but you also expose yourself to danger, retribution, or cost.

Any time you feel like two players should be rolling against each other, the defender should be interfering with the attacker. This doesn’t always mean sabotaging them. It can mean anything from arguing against a parley to just being a shifty person who’s hard to discern. It’s about getting in the way of another players’ success.

Always ask the person aiding or interfering how they are doing it. As long as they can answer that, they trigger the move. Sometimes, as the GM, you’ll have to ask if interference is happening. Your players might not always notice they’re interfering with each other.

Aid is a little more obvious. If a player can explain how they’re helping with a move and it makes sense, let them roll to aid.

No matter how many people aid or interfere with a given roll, the target only gets the +1 or -2 once. Even if a whole party of adventurers aid in attacking an ogre, the one who makes the final attack only gets +1.

Aid or Interfere should always be resolved before the move it is meant to effect. Otherwise it can become a game of "rescuing" characters from a roll of 6 or 9 to bump them up to the next category.

## Custom Version

For some GMs and players, bonds doesn't always feel applicable as a modifier for aiding or interfering.  Some GMs may prefer to have this move work like Defy Danger , where the player states how their character is going to aid or interfere and picks the most applicable ability modifier. For example, are they going to aid or interfere with:

* with brute strength +Str
* with fast reflexes +Dex
* with stubborn determination +Con
* with quick thinking +Int
* spotting something on hand to use +Wis
* verbal inspiration or intimidation +Cha
Adventure Starters

Adventure Starters are free form adventures that are more detailed than Dungeon Starters . They contain a small number of connected events and may or may not contain Fronts . They are best suited for one or two session games.

## Free Adventure Starters

* A Colony of Crinwin (Stonetop) by Jeremy Sandberg
* A Stench In Nosjad by Joe Banner
* Altai-Keep by Joe Banner
* Failspeake Gorge by Joe Banner
* The Indigo-Galleon by John Aegard
* Trouble in Nekesti by Joe Banner
Free Playbooks

Attributions were made wherever possible. Please feel free to leave a note with any corrections or broken links. Some playbooks might have been abandoned as works-in-progress and are not complete. When time allows, all these playbooks might be transferred to a secondary site by ADW for preservation purposes.

## Zero-Cost Downloadable Playbooks

* Number Appearing "official" free download on playing monsters as adventurers by Jonathan Wightbred
* Core Classes Redux by Jacob C.
* The Allomancer  (pdf) byDavid Schirduan
* The Arcane Duelist by Unknown
* The Awakened Mage by Urdnot Rekt
* The Beguiler by Escort Mission
* The Brawler by Alexander Barrett
* The Binder by Yochai Gal
* The Charlatan by Sears Poncho
* The Cook by Tolinky
* The Diabolist by KillerQueen
* The Deftblade by Muggins
* The Elementalist by Johnstone and Neceros
* The Enchanter by Unknown
* Familiar Playbook by Alexander Barrett
* The Giant Spider by Melissa Fisher
* The Gladiator by Christopher Grau
* The Gnome by Shadi Alhusary
* The Goblin by Unknown
* The Gunslinger by Unknown
* The Hardened Convict by Shamblecow
* The Half-Orc by Unknown
* The Heir by Unknown
* The Human Playbook by Unknown
* The Illusionist by Alexander Barrett
* The Imposter  by Fenarisk
* The Initiate by Mors Rattus
* The Knight by Wrl
* The Kobold by Shadi Alhusary
* The Krampus by Alexander Barrett
* The Leader by Fenarisk
* The Mage by Jacob Randolph
* The Master Chronicle by Damien Jankowoski
* The Merchant Prince by Desty
* The Namer by Rulebook Heavily
* The Necromancer by Shamblecow
* The Necromancer by The Supreme Court
* The Nephilim by KillerQueen
* The Ninja by NinjaDebugger
* The Operative by GS Fellis
* The Pagan by Alexander Barrett
* The Powerhouse by Muggins
* The Psychic by Alexander Barrett
* The Psion by TombGrave
* The Rebel by Justin Schmid
* The Reptilian by Alexander Barrett
* The Savage by Alexander Barrett
* The Spellcaster by unknown
* The Voice by Tim Franzke
* The Warlock by Mikan
* The Warlord by Kai Tay
* The Wrestler by Unknown
* The Sorcerer by Yochai Gal

## Collections of Free Playbooks

* Collected Free Templates by James Myers
	+ Artificer, Barbarian, Charlatan, Fortune teller, Initiate, Knight, Namer, Drider, Gladiator, Grave knight, Leader, Mage, Noble, Psion, Shaman, True Friend, Warlock
* Eberron-inspired Playbooks by ?
	+ Changeling, Dragonmarked, Kalashtar, Shifter, Warforged
* Tygard Dungeon World Compendium
* Beta Bash by Pleb Publishing
	+ Desparate, Lawyer, Schemer, Shokunin
* All free Wizard Alternatives compiled by Yochai Gal
* Hacked Classes Collection by Anthony Giovannetti

* see also Compendium Class List
Encumbrance

When you make a move while carrying weight you may be encumbered. If your weight carried is:

* Equal to or less than your maximum load, you suffer no penalty
* Less than or equal to your maximum load+2, you take -1 ongoing until you lighten your burden
* Greater than your load+2, you have a choice:
	+ drop at least 1 weight and roll at -1
	+ automatically fail

A PC’s load stat is determined by their class and Str modifier. Being able to haul more is a clear benefit when trying to carry treasure out of a dungeon or just making sure you can bring along what you need.
What Every Player Should Know

* Every game is a conversation. Listen more than you talk and respect everyone's idea.

* Every move starts and finishes with the fiction so don't look at your character sheet to decide what move to make. You're not limited to what it says there. Just describe what it is you're doing, and everyone will work out if a move triggers or not. And if it's not a move, you'll do it anyway, and the GM will tell you what happens. If you don't know what to do next, think about task and intent.

* After every roll something happens. Every roll counts, every failure is bad. Bad situations can quickly snowball.

* Rather than thinking of the results of a roll as being success vs. failure, think of them as "things get better" vs. "things get worse." On a 10+, things go in the direction the players want them to, but on a 6-, they don't. On a a 7-9 you get a little bit of both.

* Dungeon World is a player driven game. There is no plot nor preconceived narrative. There are fronts and NPCs  acting on their own motivations, the "story" comes from your involvement with the world.

* Just like players the DM follows the rules and has moves. I have to play by them.

* Don't be afraid to ask to inject your own ideas, the DM leave blanks that are meant to be filled during play.

* It is more important to make interesting choices than optimal ones.

* Unlike other RPGs try using the full array of moves not just the ones your character is good at. Remember that failing rolls grants you XP.
Hirelings

Hirelings venture along with the adventuring party into the gloom and danger for money, glory or to fufill even stranger needs.  They are not heroes in themselves, though they might become one if they are picked to replace someone killed or otherwise lost.  They are GM-controlled characters that lack a playbook in classical DW.  They are paid help who lend their skills to the party.  .

## Building A Hireling

A hireling is defined by their Skill (or Skills), Cost and Loyalty Score.

## Hireling Skills

Skills function very much like class moves, allowing a hirelings to "fill in" for a certain related class. They have ranks 1 to 10, similar to adventurer levels, which establish how well-trained the hireling is. Hirelings generally only work for adventurers of equal or higher level than their highest skill. Skills don't limit what a hireling can do, they just provide mechanics like a class move. Even if they lack a skill for carrying a heavy backpack or checking for traps, they can still attempt to do so if asked. The outcome isn't guaranteed. Sending a hireling to do something that is clearly beyond their ability, however, is asking the GM for trouble.

## Hireling Cost

No hireling works for free, even if the currency they demand isn't coin. The hireling's cost is what it takes to keep them with the adventuring party. If their cost isn't paid consistently (usually once a session), they are liable to quit or turn on the group.

## Hireling Loyalty Score

Loyalty is a strong sense of support and allegiance. The higher a hireling's loyalty? The more selfless and stalwart they will be. Hirelings generally do as they are told by party members as long as their cost is met and they aren't put into a dangerous, degrading or stupid position. When they are? The players may have to make the **Order Hirelings** move.

### Order Hirelings

When a hireling find themselves in a dangerous, degrading, or just flat-out crazy situation due to your orders roll+loyalty.

* On a 10+ they stand firm and carry out the order.
* On a 7–9 they do it for now, but come back with serious demands later. Meet them or the hireling quits on the worst terms.

* see Hireling Creation
* see Custom Hireling Skills
* see good forum discussion on Hirelings
* another good forum discussion on Hirelings
* article on Hirelings and Companions
* Hireling Creator by James Hawthorne
* Dungeon World Hireling Cards
Discern Realities

When you closely study a situation or person, roll+Wis.

* On a 10+, ask the GM 3 questions from the list below.
* On a 7–9, ask 1.

Either way, take **+1 forward** when acting on the answers.

* What happened here recently?
* What is about to happen?
* What should I be on the lookout for?
* What here is useful or valuable to me?
* Who’s really in control here?
* What here is not what it appears to be?

To discern realities you must closely observe your target. That usually means interacting with it or watching someone else do the same. You can’t just stick your head in the doorway and discern realities about a room. You’re not merely scanning for clues— you have to look under and around things, tap the walls, and check for weird dust patterns on the bookshelves.

. *{Suggestion: Players who vividly describe what they see or touch provide narrative that inspires the GM in ways that help them do the same -LAS.}*

* good forum discussion on Discern Realities
* Article: In Defense Of Discern Realities by Jeremy Sandberg
Outstanding Warrant

When you return to a civilized place in which you’ve caused trouble before, roll+Cha.

* On a 10+, word has spread of your deeds and everyone recognizes you.
* On a 7–9, as above, and the GM chooses a complication:
	+ The local constabulary has a warrant out for your arrest.
	+ Someone has put a price on your head.
	+ Someone important to you has been put in a bad spot as a result of your actions.

This move is only for places where you’ve participated in trouble, not every patch of civilization you enter. Being publicly caught up in someone else’s trouble still triggers this move.

Civilization generally means the villages ,towns and cities of humans, elves, dwarves, and halflings but it can also apply to any relatively lawful establishment of monstrous species, such as orcs or goblins. If the PCs have stayed in a place as part of the community, it counts as civilization.
Working Together

When you Defy Danger as a group, acting despite the same imminent threat or suffering the same calamity, roughly describe your strategy and you each roll +stat.

* On 10+, you get someone else out of a spot, if you can tell us how.
* On 7-9, you get through just fine
* On 6-, you find yourself in a spot, tell us how you got there; if you roll a 6- and someone else saves you, don’t mark XP.
Level Up

When you have downtime (hours or days) and XP equal to (or greater than) your current level+7, you can reflect on your experiences and hone your skills.

1.Subtract your current level+7 from your XP.
2.Increase your level by 1.
3.Choose a new advanced move from your class.

* If you are the wizard, you also get to add a new spell to your spellbook .

4.Choose one of your ability scores and increase it by 1 (this may change your modifier).

* Changing your Constitution increases your maximum and current HP.
* Ability scores can’t go higher than 18.
Wiki Content FAQ

## Who Maintains The Wiki?

That would be Laurelverse who joined the general DW online community in the summer of 2017

## Who Decides What Content Should Be Linked or Hosted on the Wiki?

That would also be Laurelverse.  There are no specific criteria to what is added to the wiki beyond this:

1. The only sourcebooks covered in virtually their entirety are Dungeon World and The Perilous Wilds , both of which are licensed in such a way to make that completely kosher.  Most other content found here has been put on the Internet via posts and links to personal RPG blogs and DW community forums .  Some of it (for better or worse) is in an adapted form.

2. Attributions to authors and content creators are provided whenever possible.  There might be some adapted wording or format.

## I Want To Be Able to Edit or Add Content To the Wiki

Contacting me via the DW Discord server or leaving a message is probably the very best way to ask.

## Where Can I Submit Feedback?

You can post comments directly to the Wiki.  You can use the DW Discord server or leaving a message
Collected Articles & Reviews

## General DW Essays

* 6 Methods For Making Dungeons More Interesting by Johnn
* A 16 HP Dragon by Sage LaTorra
* When Everyone Looks At You To FInd Out What Happens by BMS42
* A Guide To Pacing In Fights by T. Franzke
* Ask Questions, Gain +Improv by Mike Weem
* Dragonslaying on a Timetable by John Aegard
* Dungeon World Kool-Aid by RobotAcid
* First Session: Lessons Learned by Lord Scree
* Hard Moves & GM Intrusions by John Lewis
* In Defense of Discern Realities by Jeremy Strandberg
* GMing Dungeon World: Inside My Own Head #1 by BMS42
* Stealth In Dungeon World by Undreren
* Suddenly Ogres by Vasiliy Shapovalov
* Things To Do In Your First Game Session: Making Player Choices Matter by Tim Franzke
* Verisimilitude The-Importance Of Names by John Lewis
* When You Want To Make A Move by David Guyll
Possessed

Possession involves the magical means with which a creature displaces or overrides the target’s consciousness with its own, establishing direct control over the target’s body.

Willing Possession

When you enter an altered state of consciousness and allow a spirit to possess your body, roll+WIS.

* On a 10+, the spirit is benevolent and will keep whatever agreement was made between you.
* On a 7-9, the spirit's intentions are benevolent but the GM will reveal an unwelcome truth.
* On a 6-, the GM will decide the outcome
* The spirit will show you what has happened recently in the area

Defying the Danger of Possession  by Laurelverse

When an Adventurer is at risk of being possession resists, they shoud roll+WIS

* On a 10+, they are able to resist the spirit's grasp and gain +1 forward on their next move regarding the creature that sought to possess them.
* On a 7-9, the spirit does not achieve immediate control but they should choose 1
	+ mentally fighting with the spirit is ongoing; they are unable to take any additional moves at this time
	+ the spirit has partial control and the GM should describe accordingly
	+ the spirit is flung away but they should mark a debility that was previously unmarked
* On a 6-, the character is possessed and the GM will describe what happens next.

Custom Playbooks that include Possession-Based Moves
Leverage Experience

When you lean on experience to improve your chances, spend 1 XP: In return, take +1 forward to re-roll a miss. Narrate how your experience (a recent failure, etc.) is a boon. If you miss again, tough luck: Do not mark XP. Maybe you haven’t learned that much after all… (This move can be used just once per action.)﻿
The Dead and Undead

Bardic lore about the legions of the dead and folklore associated with Death and his domain beyond the Black Gates .  Very little is covered by the core book itself.  The following are links to monsters, playbooks, articles and other resources that might be useful to GMs in creating the deathly and Undeathly aspects of their campaign.

## Custom Dungeon Move: Reanimation

Dungeon Move: Reanimation

"Dead" zombies and skeletons near characters may reanimate with full health when player moves result in failure.
Ariel (Wish Realm)

## History

Upon returning to the Wish Realm, Killian Jones visits his old hideout - a cave beside the ocean - and summons Ariel. Ariel, armed with a trident, notices Rumplestiltskin and mistakens him for the Wish Rumplestiltskin, but Killian assures her that he is not the same person. At Killian's request, Ariel gives him some squid ink to immobilize the Wish Rumplestiltskin, and warns Killian to be careful, as many lives are at stake.
Recruit

When you put out word that you’re looking to hire help , roll:

* +1 if you make it known that your pay is generous
* +1 if you make it known what you’re setting out to do
* +1 if you make it known that they’ll get a share of whatever you find
* +1 if you have a useful reputation around these parts

* On a 10+, you’ve got your pick of a number of skilled applicants, your choice who you hire, no penalty for not taking them along.
* On a 7–9, you’ll have to settle for someone close to what you want or turn them away.
* On a miss someone influential and ill-suited declares they’d like to come along (a foolhardy youth, a loose-cannon, or a veiled enemy, for example), bring them and take the consequences or turn them away. If you turn away applicants you take -1 forward to recruit.

* see also Hirelings
* see also Hireling Creation
* see also Custom Hireling Skills
* see also Followers
Place Tags

*(adapted from The Perilous Wilds)*

## Climate

The first tag of a region is always its climate, which include the three found in The Perilous Wilds with two additions.

* Frigid: the coldest part of the world, often covered in ice and snow.
* Savannah: long warm, dry season with short wet monsoon season.
* Temperate: mild, with temperatures generally ranging from warm to cool,and usually subject to the four seasons

of spring, summer, fall, and winter.

* Torrid: the hottest part of the world, including arid deserts and humid jungles.
* Tropical: warm temperatures and regular rainfalls with little seasonal change

## Terrain Types

The prevailing landscape of a region, area or site

* mountains
* tundra
* plains
* riverlands
* marsh
* hill
* desert
* forest
* swamp/forest
* plains
* beach
* glaciers
* jungle

## Political Borders

The government which binds places larger than steadings

* kingdom
* barony
* empire
* tribal lands
* republic
* duchy
* city state
* confederacy
* emirate
* sultanate
* province
* colony

## Danger Level

* Safe: A civilized land, refuge in the wild, or sanctuary, where daily life is relatively safe.
* Unsafe: If you watch your back and travel in numbers, you’ll probably get through unharmed.
* Perilous: Here be monsters. Be vigilant, or meet your end.

## Alignment

* Neutral (most common)
* Lawful
* Good
* Chaotic
* Evil

## Other

* Barren: lacks abundant water and fertile soil. Foraging on Barren terrain is difficult.
* Blighted: cursed, poisoned, or diseased by some maleficent force. Foraging on Barren terrain is dangerous.
* Bountiful: extremely fertile land. Foraging is easy and unregulated.
* Civilized: possesses cultural, social, and/or economic infrastructure that has withstood the test of time. Foraging on civilized land is physically easy but might be viewed as "stealing" in some cultures.
* Contested ( \_\_\_\_ / \_\_\_\_ ): claimed as property by two or more parties, i.e, “Contested (Hawk Tribe/Bull Tribe).”
* Defensible: fortified or possessing natural defenses (cliffs, high ground, etc.)
* Difficult: hard to traverse (swampland, dense jungle, steep hills, etc.).
* Enchanted: imbued with arcane energy that causes some particular effect.
* Holy or Unholy: blessed by some divine power or stained by blasphemy.
* Property ( \_\_\_\_ ): owned by an entity, i.e., “Property (King John)”.
* Resource ( \_\_\_\_ ): contains a substantial amount of something valuable and extractable (gold, timber, crops, etc.), i.e.,“Resource (iron).”
Supply

When you go to buy something with coin on hand, if it’s something readily available in the steading  you’re in, you can buy it at market price.
If it’s something special, beyond what’s usually available here, or non-mundane, roll+Cha.

* On a 10+, you find what you’re looking for at a fair price.
* On a 7–9, you’ll have to pay more or settle for something that’s not exactly what you wanted, but close. The GM will tell you what your options are.
Dungeons

Adventurers spend a lot of time in dungeons which is a term used in Dungeon World for dragon's caves, enemy camps, sky castles, sunken temples- any place filled with danger and opportunity.  Dungeons are living places filled with creatures who are going to move around and react to what you are doing.  Don't take anything for granted in a dungeon.

Be prepared for the long haul.  Rations are your friend. Goblins aren't tough but when they have time to rally and prepare traps... keep your eyes open for traps even in dungeons without goblins.  Remember to Supply with rations and other  Dungeon Gear whenever you are is a steading .

## Fighting Monsters

The scary, hungry and/or well-armed creatures that dwell in dungeons?  Those are monsters.  Not all of them are going to attack on sight.  But fighting monsters is the bread & butter of being an adventurer and it is really hard work.  Fighing often means triggering moves like Hack & Slash, Defend, Volley and Defy Danger.

* also see Dungeon Building
* GMs might find the following articles/tools helpful
	+ 6 Methods For Making Dungeons More Interesting by Johnn
	+ Donjon Random Dungeon Generator
	+ Building Dungeons On the Fly by Lauri Maijala
Starting Moves

Basic Moves and Special Moves are something all player characters can do.  **Starting Moves** are customized to each class.  Characters gain an alignment goal and starting racial move as part of their starting moves.  The rest are general and not dependent upon other elements in the playbook .  Each time an adventurer gains a new level, they can take an advanced move and apply that to their character's actions as well.
Volley

When you take aim and shoot at an enemy at **range**, roll+Dex.

* On a 10+, you have a clear shot—deal your damage .
* On a 7–9, choose one (whichever you choose you deal your damage):
	+ You have to move to get the shot placing you in danger as described by the GM
	+ You have to take what you can get: -1d6 damage
	+ You have to take several shots, reducing your ammo by one

Volley covers the entire act of drawing, aiming, and firing a ranged weapon or throwing a thrown weapon. The advantage to using a ranged weapon over melee is that the attacker is less likely to be attacked back. Of course they do have to worry about ammunition and getting a clear shot though.

On a 7–9, read “danger” broadly. It can be bad footing or ending in the path of a sword or maybe just giving up your sweet sniper nest to your enemies. Whatever it is, it’s impending and it’s always something that causes the GM to say “What do you do?” Quite often, the danger will be something that will then require you to dedicate yourself to avoiding it or force you to defy danger .

If you’re throwing something that doesn’t have ammo (maybe you’ve got a move that makes your shield throwable) you can’t choose to mark off ammo. Choose from the other two options instead.

* see good forum discussion on Hack & Slash vs. Volley
Spout Lore

When you consult your accumulated knowledge about something, roll+Int.

* On a 10+, the GM will tell you something interesting and useful about the subject relevant to your situation.
* On a 7–9, the GM will only tell you something interesting—it’s on you to make it useful. The GM might ask you “How do you know this?” Tell them the truth, now.

You spout lore any time you want to search your memory for knowledge or facts about something. You take a moment to ponder the things you know about the Orcish Tribes or the Tower of Ul’dammar and then reveal that knowledge.

The knowledge you get is like consulting a bestiary, travel guide, or library. You get facts about the subject matter. On a 10+ the GM will show you how those facts can be immediately useful, on a 7–9 they’re just facts.

On a miss the GM’s move will often involve the time you take thinking. Maybe you miss that goblin moving around behind you, or the tripwire across the hallway. It’s also a great chance to reveal an unwelcome truth.

Just in case it isn’t clear: the answers are always true, even if the GM had to make them up on the spot. Its all part of **Playing To See What Happens**

*{Suggestion for GMs:  Keeping a regional almanac  that includes notes on what is interesting and useful about places of interest and creatures found there is a good way to partiallly prepare for Spout Lord moves.  Make quick notes in your corresponding almanac when you provide the player with new knowledge or they offer it up to you.  This will help you keep track and draw on it later during GM Moves. - LAS)*

* good forum discussion on Spout Lore vs. Asking Questions
* good forum discussion on collaborative Spout Lore process
Argentina

Bandera

**La República Argentina**, conocida simplemente como **Argentina**,​ es un país soberano de América del Sur, ubicado en el extremo sur y sudeste de dicho subcontinente. Adopta la forma de gobierno republicana, representativa y federal.

## Premios

En los Premios Mejor Pais Mayo 2017 gano al tener 9 votos.

En los Premios Mejor Pais Septiembre 2017 obtuvo el segundo lugar, con 6 votos al igual que México y Los Ángeles
Curse of the Aztec Gold

**Curse of the Aztec Gold** is a curse featured on the ABC fanon universe of Once Upon a Time. Whoever steals Aztec gold will be cursed with immortality. Whenever in the moonlight, they would turn into skeletons

## Known Victims

* **Hector Barbossa** (formerly)
* **Jack the Monkey**
* **Jack Sparrow**(formerly)
* **Pintel** **(formerly)**
* **Ragetti** (formerly)
* ***Black Pearl* Cursed Crew** (formerly)