Builder's Manual · Chapter 6

Differences of Opinion.

Altering Rules

Overview

  • Dungeon World portrays one specific fantasy — elves, dwarves, heroes, riches, glory,
    danger. Your different idea (a blasted desert planet of cannibals and psychics;
    human-only clans as distinct as gnome and dwarf) is possible and encouraged with
    a little effort. This chapter explains how to turn this Dungeon World into your
    Dungeon World.

Making Moves

  • Moves are the best starting point — fronts, dangers, and other elements already
    contain custom moves. You might write moves for a particular threat ("When you go
    alone into the Unhallowed Halls…"), for setting-critical things ("When you swim in
    the dark waters…"), and — with experience — to expand a class or create your own.

Where Moves Come From

  • Start with the trigger — most common; an action feels different enough from
    existing moves to need its own rules.
  • Start with the effect — useful for class moves: casting is what the wizard does,
    so what triggers it?
  • Start with the mechanics — rarely; be wary of ideas that are entirely mechanical.
    Moves start and end with the fiction, so a mechanical idea is the least important bit.
  • Borrow from other games — many use moves; modifying one is often not difficult.

Types of Moves

  • Special moves (environment/world): usually the GM's domain, making parts of the
    world stand out. Write or print them where everyone can see — unless the PCs
    wouldn't know about them.
  • Class moves: special competency or power. Tied to one class → add it to that
    class. Tied to a concept multiple classes might access (e.g. those who've seen beyond
    Death's Black Gates) → a compendium class (a mini-class of moves around a
    fictional theme).
  • Basic or special moves: players do it, no class or theme — often = basic, rarely
    = special.
  • Monster-associated player moves: rare — players responding to a monster (disease
    effects, pressing on despite an air elemental's blast). Most player/monster
    interaction is covered by basic and class moves.
  • Monster moves are not player moves — simple statements of what the monster does.
    Making every monster move a player move will seriously hamper your creativity.

World Moves

  • Fantastic things in your world may deserve custom moves. Example (Chris Bennet):
    opening a sewer hatch, roll+Str — 10+ choose 2, 7–9 choose 1: avoid the filth, avoid
    the gelatinous cube, find the secret back entrance to the merchant's daughter.
  • Strong because it's tied to a particular place at a particular time — written for a
    specific game's horrible sewers.
  • Why not just defy danger? Sometimes that's right — but a custom move sets up the
    tough choices ahead of time
    , saving thinking in the moment, and the specific
    trigger ("when you open a sewer hatch") calls the sewers out as always dangerous.

Class Moves

  • Adding moves to a class shows how your Dungeon World looks (example: a cleric move
    that peacebonds a room — no one within it can cause physical harm).
  • Don't infringe on other classes' niches — if the thief casts as well as the
    wizard, the wizard is marginalized. This is why multiclass moves act one level lower.
  • Avoid moves duplicating existing benefits, even with different triggers. Damage
    and armor increases especially: the classes already have amounts reflecting the
    game's overall danger — more can negate potential threats.

New Classes

  • A class is just a collection of themed moves working together to create a unique
    feel. First consideration: how it relates to existing classes — no character
    exists in isolation.

  • Start with fictional inspirations — don't slavishly recreate what the character
    could do; take the style of what's cool about them (Discworld's pompous wizards
    inspired the wizard's manner, but its casting is Vance's Dying Earth).

  • Beyond moves, the new elements to decide:

  • HP: base + Con. Base is almost always 4, 6, 8, or 10. More than
    fighter/paladin steals their spotlight; less than the wizard is character suicide.

    • 4 — deliberately fragile; needs help when swords come out.
    • 6 — not ready to fight, but can take a hit.
    • 8 — can take some hits and get into combat a little.
    • 10 — skilled warriors, no fear of battle.
  • Damage: choose from d4, d6, d8, d10 (all book classes use a single die, no static
    bonus, but 2d4 or 1d6+2 are fair experiments). High HP and damage tend to go together
    — but a pacifist brick wall or glass cannon works too.

  • Alignments: the class's starting outlook. Most include Neutral — only the most
    dedicated classes put an ideal above the self. A good alignment move happens with
    some regularity and guides a type of action the player might not otherwise consider.
    "When you gain treasure…" happens in the normal course of play and says nothing about
    ideals; "When you gain treasure through lies and deceit…" makes the character prize
    the con. Alignment is also a telling fact about the class in the world — everyone
    knows paladins are paragons of Good and Law.

  • Bonds: where the class's outlook shines — your clearest interaction with the
    player at creation. Write four bonds by default; +1 if very social, -1 if cloistered.
    Avoid dictating moral stances; think about how the class interacts with allies
    (thief steals but guards against traps; fighter defends and kills threats; wizard
    knows and shares or hoards secrets). Avoid proper names in starting bonds.

  • Look: largely imagination — a good spot for your inspiration. At least one
    clothes choice establishes style without making players think about buying clothes.

  • Equipment: at least one weapon and one armor option unless the class clearly
    lacks fighting skill. Dungeon rations are pretty much required — a starting
    character without food going into danger borders on stupid.

Compendium Classes

  • Available only to higher-level characters who meet specific requirements; ideal
    for concepts that can be layered onto multiple classes.
  • Structure: a starting move available only after a certain experience (the
    Divine Bond example — entered a god's presence, then take it at your next level).
    Best when they rely on what the character has done — not stat prerequisites or
    anything the player didn't act for. Available to anyone who just hit 5th level = not
    worth much; available only to those who've been to Death's Black Gates and lived =
    interesting.
  • Usually 2–3 more moves taken only if the starting move was taken — normal class
    moves with that requirement.
  • If you can't picture the class's look or HP, or it overlaps existing classes, it's
    probably better as a compendium class.

Adventure Moves

  • Deal directly with the adventure underway: move the action along, change rewards,
    transition between adventures.
  • Con/short games: front-load with a "the adventure so far" move (the Stalwart
    Fighter example — roll+Cha to bank favors owed by party members, cashed in at a
    moment of need to redirect one action once). The most important part is the
    information and tone — it sets the stage and gives the player a starting point;
    hand one to each player with their playbook for a great con game.
  • Adapt End of Session to the adventure's XP goals (e.g. questions about the Cult
    of the Scaled God). Show players the new move — the goal is tying XP to this
    adventure, not keeping them in the dark.

Move Structure

  • Every move: a trigger ("when…") and an effect ("then…").

Triggers

  • Usually fictional actions by the PCs; sometimes part of creation or session start/end.
  • Triggers never use precise units of time. No "when you start a round adjacent to
    a dragon" — there are no rounds, and time in Dungeon World is fluid like movie pacing.
  • Broad types:
    • When a character takes action (Discern Realities, Arcane Art, Command)
    • When a character takes action under specific circumstances (Hack and Slash,
      Seeing Red, Backstab)
    • When circumstances dictate, no character action (Order Hirelings, End of Session)
    • When a character uses a thing (Magic items, Heirloom)
    • From now on (Serenity, Poisoner)

Effects

  • Limitless — don't feel constrained to rolls, +1s, and stat swaps. A fictional effect
    ("they treat you as a friend") is as powerful as +1 forward — maybe more.
  • Broad types (any move may use several): Roll · Substitute stats · Negate damage ·
    Bonus/penalty, forward or ongoing · Deal or heal damage · Choose options ·
    Hold & spend · Ask & answer · Change circumstances · Mark experience · Call for more
    information · Add options.

Changing the Basics

  • Moves can change fundamentals (e.g. replace damage dice with fixed numbers: d4→2,
    d6→3, d8→4, d10→5, d12→6). Be very careful with moves that muck with the
    fundamentals
    — never contradict the GM's principles or agenda, or break "take the
    action to gain the effect."
  • XP: easily tuned — make leveling rarer or more common, or change what earns XP by
    rewriting End of Session to match your game's focus. Share it with players first.
  • Making monsters harder (e.g. a dragon): the best answer is fictional — stabbing a
    dragon with a normal blade isn't hack and slash because the blade can't hurt it. The
    Vincent Baker-style difficulty modifier (-1 if the GM judges it especially difficult,
    -2 if clearly beyond them) works but is a prompt for judgment calls with no framework
    — if you're writing it, consider what difficulty you're really trying to capture and
    write a custom move for that instead.

Development of a Move

  • Hack and slash's evolution shows the process (original by Tony Dowler):
    1. v1: wade into combat, take the enemy's damage, roll+Str, 10+ choose 2 of four
      options. Problem: "prevent one ally from taking damage" was far less useful than
      outright killing an enemy. Dropped that option — three options with 10+ pick 2
      means you always forgo exactly one, and all remaining are clearly useful.
    2. Remaining problem: the fictional action didn't tightly relate to the outcome
      — one overhead chop at an eagle lord shouldn't also divide damage onto the treant
      behind him. Scoped down the effects to what could follow from a single attack
      (trigger became "attack an enemy who can defend themselves").
    3. Double damage proved too much → changed to +2 damage; then +2 was reduced to
      taking damage, which flattened monsters into mere HP drains. Monsters hurl you
      about and destroy the ground you stand on.
    4. Final version: "the enemy makes an attack" instead of flat damage — opening up
      the whole host of interesting monster moves.
  • Lesson: iterate on the fiction-effect link and on what the outcomes let the world do.

The GM

  • GM moves are the easy part — a GM move is just a statement of something that
    fictionally happens; write new ones freely (most are specific cases of existing
    moves). Mind the hard/soft spectrum, your principles, your agenda.
  • Changing agenda or principles is one of the biggest changes you can make — expect
    changes throughout the game plus playtesting.
    • Play to find out what happens — the least changeable. "Play towards your set
      plot" or "play to challenge the players' skills" will be resisted strongly by the
      other rules; you'd have to resist or rewrite the moves at every step.
    • Fill the characters' lives with adventure — hard to really change; removing it
      requires major rework, since miss effects and soft moves all exist to create adventure.
    • Portray a fantastic world — the easiest to change, but still considerable
      rewriting of class moves: a historical world needs magic/equipment nearly
      rewritten or removed; a grim world survives only if moves come with darker costs;
      a utopian world needs few of the moves as written.
  • Principles are more mutable than the agenda, but small changes can seriously
    alter the game:
    • Most important (break down play without them): address the characters, not the
      players; never speak the name of your move; begin and end with the fiction; be a
      fan of the characters.
    • Spirit of Dungeon World (changing one may mean changing them all): embrace the
      fantastic; give every monster life; name every person; think dangerous.
    • Portable to other games (the game is diminished without them, but play
      continues):
      leave blanks; ask questions and use the answers.
    • Optional additions: test their bonds — compatible with everything, shifts the
      game's focus; fronts need rethinking and new moves to support it.

Monsters

  • The easiest place to modify monsters is the creation questions — simplest change:
    adjust lethality or randomness.
  • More interesting: change the questions to present a different view of monsters. The
    default questions imply monsters are like other creatures — many alignments, not
    always opposed. For a game about hunting evil monsters, add questions like:
    • Intrusion of the Old Ones Beyond the Walls: Planar, +5 damage
    • Product of the Old Wizards of the Red Tower: Construct, +5 HP
    • From The Time Before Man: Primordial, +5 damage, +5 HP
  • Apply new questions by re-answering them for existing monsters, or use them only for
    new monsters: if they're key to your vision, redo all the monsters you use; if they
    only suit a specific kind of monster, new ones suffice.
Manual updated Oct 1, 2026.