Premise: Dungeon delving and other D&D-style adventuring is a liminal experience.

Premise: Dungeon delving and other D&D-style adventuring is a liminal experience.

Premise: Dungeon delving and other D&D-style adventuring is a liminal experience. The heroes confront the limits of the real, knowable, and obtainable, and therefore inevitably confront their own definitions of self and the good as well.

Conclusion: Dungeon World is good fodder for a Monsterhearts hack.

Each playbook needs a Challenge Move, for when the character pushes their boundaries to succeed at a present moment of crisis, and a Deepest Self revealed when the press of the things beyond the threshold break down self-deception and conventional wisdom. Need to think some more about those. In the meantime:

Bard: Hot +1, Cold +1, Volatile -1, Dark -1

Cleric: Hot 0, Cold +1, Volatile 0, Dark -1

Druid: Hot -1, Cold -1, Volatile +1, Dark +1

Fighter: Hot 0, Cold -1, Volatile +1, Dark 0

Paladin: Hot -1, Cold +1, Volatile +1, Dark -1

Ranger: Hot -1, Cold -1, Volatile +1, Dark +1

Thief: Hot +1, Cold -1 OR Hot -1, Cold +1, Volatile +1, Dark 0

Wizard: Hot 0, Cold 0, Volatile -1, Dark +1  

Further noodling when I get around to it.

In my head, this is dungeon delving as something like a mashup of Andrei Tarkovsky and Clive Barker.

9 thoughts on “Premise: Dungeon delving and other D&D-style adventuring is a liminal experience.”

  1. One idea: if you want to stick to the sex move being a move between two characters, maybe something like “When you save another character’s life…” (or possibly “when you save another character’s life or are saved by them”)?

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