This right here is maybe the single most useful thing I've made for
Dungeon World:
The
monster creation questionnaire presented in
Dungeon World isn't difficult or very complicated, but it does suffer from usability issues. As you read through the questionnaire, you are prompted to update ~7 different things:
- Tags
- Special Qualities
- Instinct
- Moves
- Hit Points
- Armor
- Damage (and tags related to armor)
A single question/answer might very well have you adjust things in 2-3 categories. For example, if the monster is "Much larger than a cart," you are told to add a general tag (huge), add a damage tag (reach), adjust its HP, and adjust its damage. If it's dangerous because of things other than wounds, you add a general tag (devious), write a move, and modify its damage. It's a very circular approach, and it takes longer than I like.
More importantly, when I'm making up a monster on the fly, I don't care about tags, qualities, or moves. If I can picture the monster in mind, I don't really need them. But I do like to play the numbers (HP, armor, damage) by the book—it helps me play to find out what happens. With the standard monster creation questionnaire, I've got to pour through the questions looking for the ones that affect damage, HP, and armor. Slows things way down.
With this cheat sheet, I can quickly run down the list and calculate those numbers & tags without the other stuff getting in the way. And if I'm prepping a monster in advance, I can just start at the top and work my way through, and the stat block is done.
This cheat sheet should give you the same basic outcomes as the original questionnaire. I've added a few modifications, but they're marked with an * and I bet you'll approve of them.
The Hazards column on the far right is my own invention. Basically, it’s meant as a reminder of all the different ways you might present a trap, an environmental hazard, or what have you.
Note: this is actually version 2 of this cheat sheet. You can find
the original one here, but I like this new version better because it more thoroughly reflects the individual elements of the stat blocks.