As the Dungeon World Turns

COver of Dungeon WorldDungeon World (Sage Kobold Productions 2011, 2012) is probably the best-known descendant of Apocalypse World, the family of games “Powered by the Apocalypse” (PbtA for short.) It owes its popularity not only to its use of the most popular trappings in the history of role-playing (the Gygaxian dungeon crawl and character roles) but also to the clarity of the writing and some simple but effective choices of mechanics.

One of its significant modifications to the AW model is the way characters gain experience and advance. In AW (including the second edition previews released so far) and several of the PbtA games based on it, one player and the GM each highlight a stat on your character sheet at the beginning of the session; your character gains experience by using (i.e., rolling dice based on) the highlighted stats. I really hate this; typically, the stats highlighted are not the ones that interest me as player. In addition, a few specific character moves may instruct you to mark experience under limited circumstances.

In Dungeon World, there are no highlighted stats; instead, you mark experience every time you roll a failure (6 or less on two six-sided dice.) In addition, the End of Session move rewards the behaviours typical to the Gygaxian inspiration: playing your character’s alignment, learning something new and important about the world, overcoming a notable monster or enemy, and looting a memorable treasure. Between these, you can expect characters to earn two to six experience points per session.

But there is one more thing that can earn you experience, and it’s very unexpected in light of the old-school model DW emulates: relationships between characters. Here is how it works: Continue reading “As the Dungeon World Turns”