Dungeon World Campaign Playbook

I’ve been exploring using Scribus, a free desktop publishing alternative to Adobe’s InDesign. Previous Take On Rules PDFs have been crafted using iBooks Author, but I wanted to try something different.

So I began work on a Dungeon World Campaign Playbook – a printable, ready to saddle stitch booklet. To create your own, make sure you can do 2-sided printing. For my cover page, I grabbed some super heavy paper stock.

Dungeon World Campaign Playbook

Scribus layout of Dungeon World Campaign Playbook

 

Considerations

As I see it, there are five prime real estate pages:

  • Front Cover
  • Inner front cover and first page
  • The middle of the book, where the saddle stitching occurs
  • Inner back cover and last page
  • Back Cover

Another thing that I considered is that the inner pages of a saddle stitched book can easily be removed without adversely affecting the book. In the current iteration, I have Fronts occupying this position, but you could just as easily add blank sheets of paper in the middle.

Go ahead and download Dungeon World Campaign Playbook.

Dungeon World Playbooks

Before I go on, there are a lot of playbooks available for Dungeon World. It is such a lovely and hackable game. And while your campaign may not have room for all of these playbooks, it is always interesting to see what is out there.

They most certainly would have a place in a Dark Heart of the Dreamer campaign, a Dungeon World love letter to Planescape.

Dungeon World by Adam Koebel and Sage LaTorra

The core classes, except for the Barbarian are presently available at dungeon-world.com/character-sheets. Licensed under a Creative Commons Attribution 3.0 Unported license.

  • Barbarian
  • Bard
  • Cleric
  • Druid
  • Fighter
  • Paladin
  • Ranger
  • Thief
  • Wizard

Adventures on Dungeon Planet by Johnstone Metzger

Included in this retro-sci-fi sourcebook are four playbooks. Available at Lulu. Licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported license.

  • Earthling - an adventurer out of time and space
  • Engine of Destruction – a robotic destroyer wreaking havoc upon its enemies and tearing cities down around it.
  • Mutant – a physically unstable shapeshifter
  • Technician – influencer of both man and machine through the power of science

Inverse World by Jacob Randolph

Presently fully only available via the Inverse World kickstarter. Though there is a partially redacted PDF preview available.

  • Captain – a high-flying airship owner
  • Lantern – a warrior-diplomat of the sun
  • Mechanic – an inventive sort with a technological wonder; Think Tony Stark/Ironman
  • Sky Dancer – able to swim through the sky
  • Survivor – scarred from the aftermath of their cataclysm
  • Walker – a master of parkour and acrobatics

Alternate Dungeon World Playbooks by Jacob Randolph

Available at RPGNow as a bundle of four classes. The Mage, Priest, and Templar are inspired by the Wizard, Cleric, and Paladin but remove the last vestiges of D&D magic.

  • Artificer – a tinkerer, inspired by the Eberron Artificer class.
  • Mage – power derived from spell foci
  • Priest – power from the gods; you are a leader of your flock
  • Templar – smite the heretics and drive your allies to push even harder for your cause

Individual Playbooks at RPGNow

I believe all of these playbooks are under some Creative Commons License, which means they are yours to tweak and modified and even redistribute. Though some may come with RPGNow watermarks.

You’ll also want to checkout what bundles are available.

Compiled Freely Available Playbooks by James Myers

Compiled by James Myers, these are various available playbooks. The attribution is a work in progress, and some are possibly earlier versions of those that are available at RPGNow.com.

  • Artificer
  • Assistant
  • Barbarian
  • Charlatan
  • Drider
  • Gladiator
  • Grave Knight
  • Fortune Teller
  • Leader
  • Initiate
  • Namer
  • Noble
  • Psion
  • Shaman
  • True Friend
  • True Knight

  • Warlock

And last but not least, nerdwerd’s Dungeon World resources.

Inverse World – A Dungeon World Sourcebook

For those who are looking for more Dungeon World goodness, might I suggest taking a look at the Inverse World kickstarter. If it hits $8000, I will be writing a handful of adventure locations for the game; These locations will be similar in execution as the locations in Take on Establishments, but with additional questions and rumors regarding each location.

What follows is my use of Inverse World playbooks, but does not necessarily reflect the Inverse World campaign setting.

Tonight, I ran a quick one-shot scenario for four players. And for one of the players, I believe it was their first table top RPG session.

We had:

  • Malakhai – a Survivor that had endured the wrath of an angry Sola.
  • Jordan – a Priest of Veldrun, God of luck, travel, and earth; tasked with requisitioning art (the Priest is from the Dungeon World Alternate Playbooks by Jacob Randolph).
  • Feng – a Walker, master of physical movement.
  • Tyrell – a Lantern, a now owner of a piece of Sola

As the game began, I had little clue where it was going to go. But slowly, as the sheets filled out, ideas were popping.

Feng had a drive to “drop someone from a great height” so I figured why not have this center around an airship. (In Inverse World, Drive replaces Alignment and is what you can use to mark XP at the end. It was also determined that he was a secret member of a cult of walkers.

Jordan was a priest of a religion proscribed by the monotheistic Alliance (the Alliance worshipped Sola). Jordan’s god required him to liberate art.

Malakhai and Tyrell were comrades in a failed rebellion against the Alliance (quick borrow stuff from Firefly). Malakhai had the blaster of his former mentor, whom they had learned was being held on Widdershins, an Alliance dreadnought.

Tyrell had stolen a piece of Sola, and as such could claim authority amongst the Alliance, even though he had no backing.

So it was going to turn into a caper. And sure enough, it did.

So it Began

Jordan, Malakhai, and Tyrell had secured an air skiff to fly up to the Widdershins and attempt to break out Malakhai’s mentor Burk – a high-ranking political prisoner. Jordan was primarily in it for the “liberating of fine art.” Feng was the air skiff pilot’s assistance and had gleefully volunteered for the position.

They were going to dock at the Widdershins – it had a hull inspired by the Battlestar Galactica – and attempt to blend in with the coming and goings of the various support craft that were also coming for the Gala.

What ensued was absolute chaos. It began as expected, with Tyrell escorting Malakhai as a prisoner – after all he the telltale burning eyes of someone who had committed horrific crimes and Sola had marked – and Jordan acting as the man servant.

Feng, unloading baggage from the skiff, seized the first chance to throw someone off of the makeshift peers attached to the Widdershins. And rolled snake eyes. He failed and things quickly escalated with Feng taking a few blaster shots to the shoulder, raising an alarm all the while with Tyrell, Malakhai, and Jordan bluffing and conning their way deeper into the belly of the dreadnought.

The remander of the session was split between the two groups.

While Feng was evading detection, he stumbled upon a massive set of explosives hidden on the hull of the Widdershins. He proceeded to run a line of oil along the hull and then ignite the bomb.

Meanwhile, the others had begun working their way to the brig; Always pulling rank on guards, even managing to get one of the guards to escort them to the brig. Until eventually they made it to where the brig. And KABLOOM! The Widdershins had lost one of its two cargo bays. And rolled 90 degrees.

Malakhai used this opportunity to kill their escort, and they began their attempt to take the brig. It was a messy firefight that quickly shifted to a knife fight, and we had to wrap up so one of the players could leave.

Observations

I really need to ditch the idea of having everyone take turns during a combat. There was a point where it simply made sense, after a bumrush by the player, to ask them what they were doing. I recognized this after another player had went, but momentum of the moment had been lost.

The four playbooks were an interesting combination, with the Walker being predisposed to a lone-wolf character – especially since my 15 year old son was playing it. I also liked the dichotomy of the religious undertones of the Lantern, and the very religiously focused Priest.

We are all getting more used to helping intertwine our characters, especially to figure out how the hell things are going to get started. On that note, I still haven’t started a session En Media Res; It is something that is perhaps a bit more challenging when you say “Here choose from these 26 or so playbooks.” But let me reiterate that I really like having everyone choose the playbook they want to use and meshing the tables desire into a cohesive unit.

Playbooks

Walker: If you are interested in a ninja, thief-acrobat, Spider Man, or Nightcrawler, this class is where it is at. The selected Drive – “Drop someone from a high height because you can” – defined the session. The moves are all about mobility and taking advantage of superior mobility. Look for future derivative classes.

Survivor: The name sums it up; They are a tough nut to crack and have plenty of moves to make sure you know about their suffering. If you are interested in the grizzled war veteran with a story to tell, this class would suit you well.

Lantern: I really like this class. You have control over light, and control over the masses, but not with the religious overtones. And they have quite possibly the most fictionally awesome move of any class – Twilight Reckoning

Twilight Reckoning

Requires: Twilight Blade

When you deal damage to a surprised, defenseless, or damaged enemy with your Twilight Blade, you may sever anything from the target – their life, their limb, their relationship with someone, their most prized possession, their thoughts on a topic, anything. If you do, deal no damage.

Priest: Somewhat of an alternate Cleric with the need for explicit spells and levels stripped out. You build your god’s domain by defining what it controls, represents, its worshippers, enemies, and demands. Your invocations, that you craft on the fly, can interact with those concerns. Quite clever, and extremely flavorful.

Bracers of the Bound – A Dungeon World Item

In the campaign I’m running one of the characters has stumbled upon a magic item, that after petitioning his god, has fuzed to his flesh. He has used to command a horde of slave like creatures.

Bracers of the Bound

This set of gold bracers and necklace are adorned with finely cut obsidian. It appears as though a small flame is held within the obsidian. Or maybe the life fire of its previous owner.

When you command someone of a lower station, Roll+CHA. 10+, it will heed your command without question and to the best of its ability. 7-9, that and the GM will make you an offer. If you accept, increment a 5 segment countdown. If you decline, for a few moments your mind is preoccupied with visions of fire and thralldom. The GM will tell you more.

Creative Commons License
Bracers of the Bound by Jeremy Friesen is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
Based on a work at http://takeonrules.com/2013/04/28/bracers-of-the-bound-a-dungeon-world-item/.

A Preview of Things to Come

Two Dungeon World monsters I’ve worked on this morning.

Hydrodæmon Solitary, Large, Magical, Intelligent, Planar, Organized
Bite (d12 damage) 16 HP 2 armor
Special Qualities: Amphibious

This massive frog-like creature has massive dull milky white eyes. Its skin, while strong as mail, is loose and flappy, enabling it to glide for brief distances. Not from this world, the hydrodæmon may be conjured here by powerful magic. It has also been known to rip through to this plane so that it may bear witness to the final moments of the water filled gasps of a large number of people drowning. Instinct: To drown the living

  • Spit inky black sleep toxin at someone nearby
  • Control or befoul nearby water
  • Summon other hydrodæmons to this plane…if only for a short while
  • Hear the final prayers of the drowned
Mageiadæmon Solitary, Stealthy, Magical, Organized, Planar, Amorphous
Raw arcana (d10 damage) 19 HP 2 armor
Close, Ignores Armor, Near, Far

As magic incarnate, the mageiadæmon assumes any functional physical form as it hungrily seeks out offerings of vassalage and places or people of power. Once magic fills the air, the mageiadæmon revels in its debaucherous feast, stripping naked to reveal a maelstrom of arcane energy barely contained.

Mercifully, the mageiadæmon is not of this world, instead vigilantly dwelling amongst the platonic representations of arcane sigils, rituals, and eldritch power, waiting for a time when too much power is drawn from the arcane ether. And in that moment, it travels the arcane conduits to this world. So be wary of a spell gone awry with seemingly little consequence…for you may have open the door to a mageiadæmon. Instinct: To unleash all of the magic

  • Overload a mortal coil with raw arcana
  • Assume a mundane physical form
  • Seize absolute control of nearby magic
  • Call in the bargain that all warlocks make
  • Reveal the true nature of magic

Dungeon World Update and Some Resources

I regularly review the search terms that were used in finding my blog. I get an awful lot of “Dungeon World” and “World of Dungeons” searches. Especially for free Dungeon World downloads.

Dungeon World

The PDF is $10 over at RPGNow. It’s fantastic. But you can legally get the rules for free (no art, alternate layout) at book.dwgazetteer.com.

Additional resources

World of Dungeons

For those of you looking for this game, be patient. I’ve heard that it will be released under Creative Commons. I don’t recall the exact timing, but John Harper does have an excellent track record of releasing cool games to the Creative Commons.

While you are at it take a look at Ghost Lines, it is the rules John Harper has crafted for playing out events 1000 years in the future of his World of Dungeons campaign.

An Ongoing Thought Experiment for an Adventure Conversion

Below is an attempt at creating a random underground adventure framework that escalates and would move you towards your eventual locations. The charge is very much inspired by the Angry DM’s blog post on Abstract Dungeoneering.

A Work in Progress

I’ve been kicking around a conversion of Wolfgang Baur’s “Kingdom of Ghouls” from Dungeon #70. It is a fantastic 2nd edition adventure that I’ve thought about running on occasion. Instead of True Ghoul, I’ve opted for Ghöl as it simply looks better.

I’ve created some of the monsters (i.e. the Ghöls, Drider, and Ichtha-Gogs (a deep one type race with fish heads)) but haven’t given them much of a spin. Coordinating a game day and travel work against me actually playing games.

Legend

  • d❖ – Roll Adventure Dice
  • d☮ – Roll Adventure Dice and consult Refugees/”Allies” table
  • d☯ – Roll Adventure Dice (Larger die ≥ smaller then unfavorable result; Otherwise favorable)
Distilling an Underground Adventure
Roll d❖ – Location d❖ – Event d☮ – Refugees/”Allies”
1 Narrow passage way Transition to Surface Human
2 Wide passage way Evacuees [d☮] Dwarf
3 Honeycombed small caverns Tunnel collapse! Deep Gnome
4 Wide passage way Hidden cache of supplies [d☮] Deep Gnome
5 Narrow passage way Treacherous vapors Deep Gnome
6 Honeycombed small caverns Holed up, and unlikely allies [2d☮] Deep Gnome
7 Wide passage way Transition to Glimmerfell Dark Elf
8 Large cavern Recent Skirmish [d☮+d☯] Dark Elf
9 Honeycombed small caverns Haunted location [d☮+d☯] Dark Elf
10 Dried river bed Ghöl scouts Dark Elf
11 Large cavern Bubbling spring [d☯] Duegar
12 Fungal grove Transition to Sunless Sea Duegar
13 Dried river bed Transition to Sunken Library Duegar
14 Underground lake Ghöl border garrison (captives [d☮]) Duegar
15 Fungal grove Skirmish in progress [d☮ & Ghöls, d☯] Troglodyte
16 Petrified forest Shattered City [d☮] Troglodyte
17 Large cavern Ghöl platoon on the march Troglodyte
18 Honeycombed small caverns Transition to Ghölheim Troglodyte
19 Wide passage way Slavers [d☮] Kuo-toan
20 Narrow passage way Despoiled graveyard [d☮] Kuo-toan
21 Dried river bed Vein of rare metals Kuo-toan
22 Petrified forest Ghöl Emperor on the move Kuo-toan

Adventure Dice Advancement

  • d4 – (begin here)
  • d6
  • d4+d6
  • d4+d8
  • d6+d8
  • d6+d10
  • d8+d10
  • d8+d12
  • d10+d12

Are they “pressing on”; Step up Adventure Dice (d4 → d6)
Are they “retreating”; Step down Adventure Dice (d6+d8 → d4+d8)