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):
- 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. - 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"). - 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. - Final version: "the enemy makes an attack" instead of flat damage — opening up
the whole host of interesting monster moves.
- v1: wade into combat, take the enemy's damage, roll+Str, 10+ choose 2 of four
- 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.
- Play to find out what happens — the least changeable. "Play towards your set
- 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.
- Most important (break down play without them): address the characters, not the
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.