Friday, June 13, 2014

Things Everyone Should Steal From Dungeon World

Dungeon World is a fantasy roleplaying game that uses a modified version of the Powered by the Apocalypse engine. The game's mission statement is to invoke a style generally associated with older editions of Dungeons & Dragons while utilizing a more modern set of rules. Although I fell in love with this game after playing it last July at a party, I haven't had the chance to play it very much since.

However, don't let that lead you to believe the PDF is just sitting on my computer collecting digital dust. While I'm not playing or running Dungeon World at the moment, there are two rules that I believe would be excellent house rules for my current Pathfinder game. These rules are rather simple and can be lifted straight from Dungeon World with relatively little change whatsoever. Because of that, I believe everyone should give these rules a look and think about stealing them as well.

ADVENTURING GEAR
Like most people, I find encumbrance rules incredibly frustrating and hate keeping up with all the mundane equipment my character might be carrying. Thankfully, Dungeon World offers a very nice solution to this problem: adventuring gear. This single item replaces the more specific mundane equipment by abstracting things. The item possesses five "uses" that you can spend to pull out any piece of mundane adventuring equipment that you need. This is a very simple fix to the encumbrance problem because it allows you to ignore the numerous mundane items and only keep track of the significant ones. You just have to keep up with how many uses you have left and you can "replace" your adventuring gear when you return to civilization. 

HIRELINGS
Hirelings can be something of a hassle for those of us who run systems that happen to be a little heavy on the rules. However, Dungeon World's method for handling the situation is really cool and makes creating hirelings on the fly incredibly easy. Each hireling consists of three parts: skills, cost, and loyalty. A hireling's skills enhance their employers skills, the cost is how much the employer is paying the NPC, and loyalty determines how dedicated they are and how much they are willing to do for the character before complaining or quitting. Due to the abstraction, these hirelings are incredibly easy to create on the fly and have very little bookkeeping associated with them. 

For those of you who've played Dungeon World, what rules would you steal to use in other games? Leave your answers in the comments below.