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| Current version |
If you aren't familiar with this project:
- It's a revised version of Dungeon World that's pared down for one-shots and short-run (2-4 session) games.
- It features a lot of changes that would I'd include in a 2nd edition of Dungeon World were I the one in charge of it: advantage/disadvantage (instead of +1/-2 etc), tweaks or straight-up rewrites to many of the basic moves and classes, backgrounds & drives instead of racial moves & alignment, and some significant changes to gear. The document itself has a more comprehensive list.
New (Final?) Gear & Inventory System
The original gear & inventory system was okay, but a little unintuitive. It had a lot of hidden features, and didn't actually generate as much scarcity as I wanted it to.
So I replaced it with this version. Some feedback on Reddit and conversations on the DW Discord server confirmed some fears I had with that system. Mainly: the v1.4 system was trying to combine both an encumbrance system with the "producing gear" system and when characters started dropping things or moving items between them, it got weird. You could mark up to (e.g.) 4 diamonds, but it wasn't clear what happened if you marked an item to produce a thing and then dropped it.
Here's what the new version looks like:
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| from the Thief |
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| from the Cleric |
At the start of play, you can assign a number of diamonds to specific items or to "Undefined."
During play, you can Have What You Need:
So as the Cleric, I might chose to start with a cudgel and Supplies (two diamonds), and mark 3 diamonds in Undefined.
During play, when a fight breaks out, I might declare that I'm wearing a chain shirt (and move a diamond from Undefined to the "Leather cuirass or chain shirt" item).
Later, I decide to produce a lantern, so I clear an Undefined diamond, mark one under Other items, and write in "Lantern." I could then spend a use of Supplies to produce a tinderbox (a small item).
After a few hours of exploring, the lantern's oil burns low and I replenish it with a use of Supplies (to produce lamp oil, which I don't bother writing down because whatever).
I've got one Undefined diamond and one use of Supplies remaining.
Every class also has a Max Load (the same as the max number of diamonds you can start with). This should be fairly obvious, but to be clear:
- If you pick up a new item in play (by looting it, buying it, another character giving it to you, etc.) then it gets added to your inventory. Unless it's small, it counts against your Max Load.
- If you drop an item during play, or use it up, or it's destroyed, then you erase it--it no longer counts against your Max Load.
- If you give something to another player (even an Undefined diamond), erase it from your inventory and add it to theirs--it no longer counts against your Max Load, but does count against theirs.
- Undefined diamonds count against your Max Load.
Doesn't this encourage players to put everything in Undefined and then have exactly what they need in play? Yup! That's largely the point. In practice, it seems that players assign enough gear to get a clear picture of their character, and leave the rest undefined.
So what changed?
The biggest differences between this version of the gear system and version 1.4 are:
- There's no more choice between "Light" vs. "Normal" vs. "Heavy" Load. Each class has a set number of diamonds they can mark at character creation or during play.
- There's a specific place to track "Undefined" diamonds, distinct from the total number of diamonds you can carry (Max Load).
- As a result, there's no need for the Loot or Manage Inventory moves, or any other detailed explanation of how specified gear interacts with quantum, undefined gear.
In my initial playtesting, this system has worked very well. Players grocked the "Undefined" thing immediately. The only real confusion stemmed from players Having What They Need, and whether they needed to assign an Undefined diamond or expend supplies. I found they were more likely to burn up their diamonds, even on things I thought was pretty obviously small.
I also added a couple class moves that played in this design space. A few classes have moves that increase their Max Load and starting diamonds. The Fighter (Veteran of the Wars) gets +1 diamond (7 total) and an extra use from Supplies. The Barbarian has a Max Load of 3 by default, but Musclebound increases it to 5. And the Ranger has a Max Load of 3 by default but an advance that can give them +2 diamonds.
Other changes
The other big change is in the wording of Defy Danger:
My hope is that this wording makes it clearer when to trigger the move (high stakes + danger + action) and that the 7-9 result provides GMs with more useful guidance. It's still fundamentally the same move, though.
There are also some minor tweaks here and there:
- The Bard >> Wandering Folk: previously, it basically gave three times the Bard could take advantage on a roll, with the relatively simple requirement of making it relevant to their People's traits. Now, they can do that once, and then their heritage needs to cause trouble before they can use it again.
- The Cleric: fixed a mistake in their inventory. Replaced the wizard's spell book (ha!) with a Sacred Text ([][] uses, slow, cast a spell that's not prepared).
- Some minor tweaking of the I Know a Guy optional move and the Thief >> Operative's background move, so that the Thief move is definitely better.
- Also some tweaking to the Run Away optional move; I didn't quite like the results or modifiers, and I had to rethink it anyway to deal with the new gear system.

















