Dungeon World

Overview

Dungeon World is a tabletop fantasy roleplaying game created by Sage LaTorra and Adam Koebel. The game uses the
Powered by the Apocalypse
engine. The game is advertised as having old school style with modern rules. The game uses six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma) and a character class model with choices of Bard, Cleric, Fighter, Immolator, Paladin, Ranger, Thief, or Wizard.

System Overview & Key Features

Classic Fantasy Adventure Explore a land of magic and danger in the roles of adventurers searching for fame, gold, and glory. Delve into goblin holes or chance a dragon's lair. Dungeon World takes classic fantasy and approaches it with new rules.
Talk About What Matters Dungeon World's simple rules happen based on what's happening within the game, so you spend more time talking about the action and less time talking about the rules.
Gamemaster's Toolkit Running a game shouldn't be a pain. Dungeon World gives the GM all the tools to run a game quickly and easily. Fronts help you keep the world around the players living and evolving. Moves are ways to drive your game forward. And your Agenda keeps you on track.
No Dead Ends The rules always drive the action forward in unexpected ways. Rolling the dice always leads to an interesting outcome.
Award-winning Design Dungeon World has wonan Ennie for Best Rules http://www.ennie-awards.com/blog/about-us/2013-noms-and-winners-2/?ref=dungeon-world.com, a Golden Geek for Best RPG http://boardgamegeek.com/thread/886607/2012-golden-geek-awards-winners?ref=dungeon-world.com, and an Indie RPG Award.
Open License The text of Dungeon World is released under a Creative Commons Attribution license. You can make, distribute, and even sell anything you like based on Dungeon World.

Additional links

dungeon-world.com https://www.dungeon-world.com/ - Official website

Active games and players

DW
Dungeon World
Torino
Campaign
DM (and a player?) looking for a group
Players
1/4
GM
1/1
Dungeon World
en English

DM (and a player?) looking for a group

I'm new in the region of Torino, searching for creating a campaign in English (as my Italian is not yet at a sufficient level). I'm willing to learn any system, but if I'm DMing I prefer to do this in Dungeon World. I don't have a specific campagin setting in mind, but I have some ideas that I want to see coming to imaginary life.  My DM style is loose, and I like giving the players a lot of room to influence the events. I know of one other guy that is interested. I prefer DMing for 3-4 players.

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DW
Dungeon World
Online
Oneshot
Dungeon World: Der Schicksalswald
Players
2/4
GM
1/1
Dungeon World
de German

Dungeon World: Der Schicksalswald

One-/Twoshot Abenteuer für Dungeon World, gespielt wird auf Foundry, angemeldete Spieler erhalten einen Invite-Link. Session 0 beinhaltet eine kurze Absprache zum Setting, Safety Tools, Charaktererstellung, Fragen an die Spieler und dann geht es los und wir schauen wie weit wir kommen. Terminvorschlag: 24.5. 1930h

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en English
Homebrew
Homebrew
BitD
Blades in the Dark
...
Online
Michelle
TTRPG Table Fit Profile I am looking for a cooperative, consent-based, story-focused TTRPG table with about 50% roleplay, 30% combat, and 20% exploration. I enjoy character-driven storytelling, party relationships, meaningful combat, exploration, mystery, downtime, and emotional moments that feel earned rather than forced. I like games that are sincere without being too serious, and funny without becoming constant jokes or bits. Consent and boundaries are important to me. Heavy themes, major trauma themes, intense character conflict, PvP, romance/flirting, sexual content, or anything that could strongly affect another player’s character should be discussed first. Lines and veils should be respected. I fit best with people who want to tell an awesome story together, share spotlight, cooperate, listen to each other, and make sure everyone’s character matters. I am not a good fit for bigotry, discriminatory humor, main character syndrome, edgelord behavior, disruptive rules-lawyering, non-cooperative play, PvP/romance/sexual content without consent, trauma dumping, or using RPGs as therapy. As a player, I appreciate clear, fair, cooperative DMs who respect boundaries and care about character arcs. As a DM, I value respectful players who compromise, share spotlight, and care about the party and shared story.
en English da Danish German
DH
Daggerheart
...
Online
Per
Danish rpg gamer (mostly as gm) since 1986. Conversational play, play to find out, rules as written.
en English
DND5E
Dungeons & Dragons 5E
DND5.5E
Dungeons & Dragons 5.5E (2024)
...
Online
hisownsidekick
Hi! All told, I only have about a year of experience playing and GMing, and it's been a looong time, so I'm sure I'm quite rusty. My time zone is CST and my schedule is open. I have no strong preferences when it comes to frequency of sessions, system, or setting. Back when my friends and I actively played, I mostly GMed, using DnD 3.0/3.5, with a little Spycraft on the side. Even though that was years ago, I've never stopped thinking about RPGs, listening to actual play podcasts like The Adventure Zone and Acquisitions, Inc., reading random supplements and forum posts, and playing video games based on tabletop systems/adventures. I love backstory, lore, and worldbuilding and enjoy combat and dungeoncrawling, too. I remember my very first RPG session, when I was a kid, immediately opened my eyes to the creativity and improvisation that the format allows. All I'd done in our first battle was ready my weapon and lightly wound an unlucky bandit... while the far more experienced players of the group spent their first few turns positioning themselves technically, slinging buffs and debuffs, and throwing a tarp over the intimidating-as-hell bandit leader and then setting it ablaze with a torch. I was astounded; I knew I had to have more. The Discworld and Hitchhiker's Guide series of books are dear to me, though I'm down for nearly any fantastical story and setting (much like Pratchett and Adams themselves). Potentially relevant-to-tabletop video game series I've enjoyed are The Witcher, Knights of the Old Republic, Fallout, Mass Effect, Dragon Age, The Elder Scrolls, Divinity, Baldur's Gate, Final Fantasy, World of Warcraft, Legend of Grimrock, and many more. I like to let other players choose their specializations first, so I can try to fill any gaps we have, then build the character's background and motivation from there. That way, everyone who really wants to play a specific role is happy and the group as a whole is well-rounded. Plus, it's just fun to mix things up from game to game, so I've never really had a favorite class, though I do enjoy playing support (gotta have a healer/medic!). If you have the patience to help me shake off the rust and adapt to your setting and system, I'll do as much or as little reading, roleplaying, and rolling as you need. Ugh, this is really starting to sound like a sales pitch, ha ha... sorry. I'll finish by simply saying that I'm excited to meet you and see what adventures you've got brewing!

Other entries

Mothership (2018)
Tabletop Roleplaying Games

Mothership (2018)

TTRPG
English
Rules-light
Mothership is an action-packed mixture of sci-fi and horror themes, combined into a streamlined gaming system about surviving in the cold, deadly vacuum of space while everything around you is trying to kill you. All at the same time as you are fighting (or fleeing from) alien creatures who aren't there to make any new friends. Chaos. It was published by Tuesday Knight Games and released in 2024.  It is a survival horror system designed for one-shots and campaigns, inspired by classics like Alien, Event Horizon, and Pandorum. Famous for its streamlined ruleset and award-winning graphic design that prioritizes ease of use at the table. The game, at the same time simplistic and streamlined in design, will challenge the characters at all times, allowing the game to focus on the storytelling and less on having complicated rules. The system it is inspired by is Old School Renaissance Description In Mothership, players take on the roles of blue collar workers in space, such as Teamsters, Scientists, Androids, and Marines. You are not powerful or heroic soldiers; you are vulnerable humans trapped in high pressure environments with alien monsters, failing life support systems and the crushing weight of corporate greed. The game is designed to be fast-paced and unforgiving, where the primary goal is not to win, but often enough - to survive. System Overview & Key Features d100 Percentile Resolution In the core of the game system is the d100 percentile system. Roll two d10 dice and get a number from 00 to 99. Success means rolling a lower result than your character's appropriate stat or skill for the task. Rolling a double, like 11, 22, or 33, is considered a critical success if it succeeds or a critical failure if it fails. Rolling low is the target for survival. Stress and Panic As characters encounter horrors or suffer trauma, they accumulate Stress. When a character experiences a terrifying event or rolls a critical failure they must make a Panic Check. The more Stress they have, the more likely they are to suffer a catastrophic mental breakdown, ranging from a heart attack to a violent psychotic break. The Save System Instead of a long list of saving throws, characters have four primary Saves: Sanity, Fear, Body, and Armor. These are used to resist different types of potential trauma. Fear saves are rolled to keep your cool under pressure, while Sanity saves represent your ability to process alien truths without losing your mind (think lovecraftian horrors). Class Based Skills The game features four distinct classes. Marines are obviously combat focused, Teamsters are pilots and laborers, Scientists are experts in medicine and biology, and Androids are cold calculating, yet efficient machines. Each class has it's unique starting stats and specific triggers for when they gain or lose Stress, which is based on their personality. Lethal Combat and Healing Combat is extremely dangerous and often a last resort. Weapons are likely to deal potentially excessive damage when compared to a character's total healthpool. Healing will be slow and require resources that are hard to come by in the middle of the constant crisis, making every injury feel like a significant threat to the character's chances of making it out alive. Deadly Ship-to-Ship Combat The game includes a streamlined system for starship encounters. Ships have their own stats and modules that are likely to be damaged during a fight. Players must work together to manage various roles and stations, like Engineering or Piloting, to keep the ship's hull from breaching while under fire or fleeing from cosmic anomalies. Additional links tuesdayknightgames.com - Official Tuesday Knight Games website mothershiprpg.com - Official Mothership portal and digital resources

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Dungeons & Dragons 4E (2008)
Tabletop Roleplaying Games

Dungeons & Dragons 4E (2008)

TTRPG
Beginner-friendly
High-Fantasy
Dungeons & Dragons 4th Edition is a tactical, combat-focused tabletop roleplaying system released by Wizards of the Coast in 2008. Designed to fix the high-level math imbalances and "martial vs. caster" disparities of the 3.5E era, 4E redesigned the game's engine with a more video game adjacent approach. It is famous for its structured, grid-based combat and for standardizing class abilities into a unified system. While its dramatic departure from legacy mechanics polarized the fanbase directly paving the way for the creation of Pathfinder. 4E is widely praised today for its brilliant monster design, DM tools, and unparalleled encounter balance. The system it directly replaced is Dungeons & Dragons 3.5 Edition (2003) Description In D&D 4E, players take on the roles of heroes who are combat-capable right from the start. The system relies of combat being carried out with the use of a battle grid. Positioning plays a big part of the combat experience. The exact location of the characters matters greatly. Unlike other editions where spellcasters are played in a separate mechanical way than martial classes, 4E unifies the progression system. Every class is boiled down to a specific combat "Role" and draws from their specialized toolkit of "Powers," making the game balanced and ensuring that every character has unique and impactful actions that they can perform on their turns. System Overview & Key Features The Power System Instead of traditional spell slots or basic attacks, every class has a list of At-Will, Encounter, Daily, and Utility powers, each with different power levels and frequency at which they can be performed. Fighters can execute epic daily maneuvers just as wizards cast daily spells, creating a better balance between martial classes and spellcasters. Combat Roles All classes are sorted by their class specialization role: Defenders (tanks who draw aggro and protect their allies), Strikers (high single-target damage), Leaders (healers and support), and Controllers (area-of-effect damage and debuffers). Static Defenses Saving throws were removed and replaced with four different defense values: Armor Class, Fortitude, Reflex, and Will. When a wizard casts a fireball, they roll an attack against the targets' Reflex. Instead of both sides rolling for success and for defense - the attacker is the only one to roll dice. Healing Surges A standardized resource pool representing a character's stamina. Almost all healing in the game, whether from a cleric's spell or catching your breath, requires the target to spend a Healing Surge, which reliably heals them for exactly one-quarter of their maximum hit points. Monster Roles & Minions The Dungeon Master's toolkit was revolutionized. Monsters have explicit roles (like Brute, Artillery, or Skirmisher) that cleanly dictate their behavior. 4E also introduced "Minions". Monsters that have normal stats and deal average damage, but only have exactly 1 Hit Point, allowing heroes to cleave through cinematic hordes. Skill Challenges An unique system with 4E is Skill Challenges - a "cinematic" series of actions that turn social, environmental or escape situations into more movie-like scenes. The players must achieve a certain amount (determined by the situation) of successful skill checks, before they collect enough failed skill checks. Additional links dungeonsanddragons.com - Official Dungeons & Dragons website

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Tabletop Hot Takes
Actual Play & Podcasts

Tabletop Hot Takes

TTRPG
English
Discussions
Tabletop Hot Takes is a podcast about Tabletop Role Playing Games, the host's thoughts and feelings on them, and, of course, hot takes. Professors Aria and Funky explore TTRPG history, indie RPGs, advice, recommendations, and all kinds of other great things. Professor Aria was raised in the fire of TTRPGs having run and played Shadowrun, D&D 5E, Ryuutama, and several indie RPGs. They have Game Mastered for almost ten years. They are trying to make their own system, an exploration of fantasy and how even small actions can result in lasting change for the world. Professor Funky has run TTRPGs for over 20 years and for far too many systems to count, though he will try. He is in the process of making his own system (Expedition Protocol) and publishing various adventures as well. Links feeds.cativate.fm - Podcast feed patreon.com - Patreon page itch.io - itch.io page

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