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Playing Dungeon World means having a conversation; somebody says something, then you reply, maybe someone else chimes in. We talk about the fiction—the world of the characters and the things that happen around them. As we play, the rules will chime in, too. They have something to say about the world. There are no turns or rounds in Dungeon World, no rules to say whose turn it is to talk. Instead players take turns in the natural flow of the conversation, which always has some back-and-forth. The GM says something, the players respond. The players ask questions or make statements, the GM tells them what happens next. Dungeon World is never a monologue; it’s always a conversation.
The rules help shape the conversation of play. While the GM and the players are talking, the rules and the fiction are talking, too. Every rule has an explicit fictional trigger that tells you when it is meant to come into the conversation.
Like any conversation, the time you spend listening is just as important as the time you spend talking. The details established by the other people at the table (the GM and the other players) are important to you: they might change what moves you can make, set up an opportunity for you, or create a challenge you have to face. The conversation works best when we all listen, ask questions, and build on each other’s contributions.
-Dungeonworld pg15
When a player describes their character doing something that triggers a move, that move happens and its rules apply. If the move requires a roll, its description will tell you what dice to roll and how to read their results.
A character can’t take the fictional action that triggers a move without that move occurring. The moves and the fiction go hand-in-hand.
-Dungeonworld pg16
The basic Outcomes
The results always fall into three basic categories. A total of 10 or higher (written 10+) is the best outcome. A total of 7–9 is still a success but it comes with compromises or cost. A 6 or lower is trouble, but you also get to mark XP.
Each move will tell you what happens on a 10+ and a 7–9. Most moves won’t say what happens on a 6-, that’s up to the GM but you also always mark XP.
Once you’ve figured out what the effects of the move are, apply them to the fiction and go back to the conversation. Always return to what’s going on in the game.
-Dungeonworld pg17-18
Death stalks the edges of every battle. A character who is reduced to 0 HP immediately takes his Last Breath. Death comes for commoner and king alike—no stat is added to the Last Breath roll.
Death offers bargains to some, from the simple to the costly. Death is capricious and may ask a favor in the future or exact a toll. He may demand a sacrifice or ask for something strange and seemingly innocent. Death’s whim cannot be predicted.
Depending on the outcome of the Last Breath the character may become stable. A stable character stays at 0 HP but is alive and unconscious. If they receive healing they regain consciousness and may return to battle or seek safety. If a stable character takes damage again they draw their Last Breath once more and return to face Death.
If your character dies you can ask the GM and the other players to try and resurrect you. The GM will tell them what it will cost to return your poor, dead character to life. If you fulfill the GM’s conditions the character is returned to life. The Resurrection spell is a special case of this: the magic of the spell gives you an easier way to get a companion back, but the GM still has a say.
No matter the prospects of resurrection for now you make a new character.
-Dungeonworld pg24