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Dungeon World by Sage LaTorra & Adam

Koebel
Alternate Playbooks by Jacob Randolph

minimal CHARACTER Playkit Plus by Jason Shea


Drives and Flags by Jeremy Strandberg
Truncheon World by Red Box Vancouver
Flags by Scott Selvidge and Lester Ward

CREATION GUIDES (CC-BY) Creative Commons Attribution


3.0 Unported License
Icons made by:
Freepik from www.flaticon.com

By Greg Soper - @gregtsoper Lucy G from www.flaticon.com


Vectors Market from www.flaticon.com
Gregor Cresnar from www.flaticon.com
Madebyoliver from www.flaticon.com

INTRO: THOUGHTS: Flags - Flags are a replacement / Printing and Usage:


I created these guides to be a This Character creation guide prioritizes companion to Bonds. Whereas bonds These are meant to be printed, double-
comprehensive reference / inspiration for newer DW concepts floating around the descirbe the changing relationship of sided, then cut along the dotted lines into
new players fleshing out a character. While community at large. I want to talk about players, Flags are an open invitation from seperate little reference sheets. Ideally, there
they are meant explicitly to accompany the each specifically: one player to the rest to interact with them are multiple copies of each that can be
“Open” (suggestion-less) playbooks I in some specific way that highlights their passed around the table to be referenced by
released, they can be used by anyone not Backgrounds - these are replacements for personality. Effective flags work because new players as they make their characters.
wanting to use the default Names, Looks, races in vanilla DW. You might notice that they are clear, generally applicable (you can
Races, Alignments, etc. for their class. many of the backgrounds are simply re- feasibly use them in most sessions) and When printing double sided, there are a
named race moves. You’re right. But the actionable, meaning that here is a clear few key options you must select:
I must admit, this is somewhat of an purpose of backgrounds isn’t to revamp trigger to the flag. This encourages in-game - Check: “Double Sided Printing” or “Duplex
experiment. Traditionally, Dungeon World is “inherent class move” entirely, it is to de- role-playing and fun interactions between Printing”
praised for it’s “noob” friendly nature. A big couple it from the idea of it simply being a PCs. - Find an option talking about “Binding”.
part of that is the simplification of the product of their race. The player will have a Make sure it is turned to “Short Edge
character creation process. This guide goes race regardless. Why not give them control Bonds - I included many alternate bonds in Binding”, or else your playbooks will be half
against that for the purpose of providing over that instead of constraining them by addition to the Vanilla bonds. Bonds are a upside down!
players more creative freedom. If you try it making them take a race move? It makes for great idea, but time and again, players
out in your games, please tell me your much more interesting characters in my (especially newer ones) struggle to make You should end up with:
thoughts and observations on how it testing so far. anything happen with them. And that is ok. - a half sheet with names on the front and
affected the character creation process, for Be loose in allowing players to “resolve” looks on the back.
both new and experienced players. Drives - A replacement for alignment. They them. “This is no longer insteresting” is a - a half sheet with drives on front and back
are the same idea and function, but drives valid reason to resolve it and write a new - a half sheet with bonds on front and back
Contact me on twitter at @gregtsoper operate with the understanding that one. Encourage players to write their own - a half sheet with flags on front and back
interesting characters motivations are bonds as the game progresses. They know - a half sheet with backgrounds on only the
usually complex and subtle, like “greed”, their relationship with the other players front.
“sacrifice”, etc, rather than the ambiguously better than this little booklet. :)
bland “good”, “evil” and “neutral”.

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