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
Online
Campaign
Thar' Be Trolls
Players
2/4
GM
1/1
Dungeon World
en English

Thar' Be Trolls

Roleplay focused
Conversation, character and story take up most of the table time.
LGBTQ+ friendly
The table is openly welcoming to LGBTQ+ players.
Greetings Travelers and welcome to “Thar’ Be Trolls!” A Dungeon World campaign set in the Forgotten Realms universe. Set in the city of Nesme’ and bordered by the Lurkwoods to the northwest and the Evermoors to the east, the party will assume the role of a member of the Riders of Nesme’. Captain Hersien has a mission of utmost importance. A dangerous mission, one that would stake upon the fate of the city. I am a budding 5e DM and want to try out Dungeon World. I have two players already, one who is very experienced in the format and one who isn't. We are looking for a couple more diverse, fun, and colorful people to broaden our group. The three of us are in our 30s and would like to keep the campaign 18+. We will run it every two weeks on Sunday at 1pm. Ideal start date would be August 9th. Please feel free to ask any questions or reach out. I am trying to run this on a program on steam called Talespire that allows players to move figures around a 3d world that I have created. It is a free program for the players, and you can purchase a figure on Heroforge or use one of thousands created by players (through heroforge or uploaded to Talespire). I am not dead set on this but it has been a fun way to explore the 5e campaigns I've run.

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PATH2E
Pathfinder 2E
DH
Daggerheart
...
Online
CaspSU
Hello, I'm Caspian, I'm a pretty experienced TTRPG player looking for more groups. I love trying out new games and that's what I'm trying to do, and I'm willing to GM as well.
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Homebrew
Homebrew
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Guildford
Online
Jon J
I've been playing for a while, but am really into story games (PbtA, CfB, FitD) these days, but open to just about any TTRPG (mostly Indie, though). I play on the Open Hearth gaming community, and am open to other online games, but am hoping to meet others face to face as well. I'm based in Surrey, but can get up to London reasonably easily. I like embracing Improv, play-to-find-out principles, and prefer games that also do so.
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DND5E
Dungeons & Dragons 5E
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Newtownards
Online
Unlucky Dragon
Hey hoping to be a player in a ttrpg game I've 13 years experience playing on and off mostly GMing but would like to play more used to play pathfinder 1st edition back in the day played some 5e but most comfortable with shadowdark and osr but happy to learn any system for one shots or  campaigns
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CoC
Call of Cthulhu
MOTHERSHIP
Mothership
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Online
fictionalbeing
Long time gamer, played a variety of systems. Interested in the new and indie or the seasoned and traditional.
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DND5E
Dungeons & Dragons 5E
DND5.5E
Dungeons & Dragons 5.5E (2024)
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Online
Kaitlynn
Howdy-ho fellow story lovers! I’ve been playing D&D 5/5.5e for the past 5 years or so and am looking to experience other worlds & systems. Open to any systems/genres, including all D&D Editions. Hoping for those with patience as I learn a new system & its rules. I have D&D games Monday/Wednesday nights & Tuesday nights. As such, I’d like to do something on Fridays or Saturdays to spread them out a bit throughout the week, but also open to Thursday. Sunday is a hard no due to other commitments. I’m comfortable with Foundry & regularly use Discord. I also have several sets of dice - too many, really 😅 - so if we don't use a VTT, I should be set there. I have a character idea in mind Uhhh… 29F. Please let me know if you have more questions or anything.
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Session 0 checklist: How to build a DnD group that lasts
Guides & How-to

Session 0 checklist: How to build a DnD group that lasts

Communication
Guides
What is a “session zero” (and why should you have one) You have decided to start playing D&D, keep in mind that Dungeons & Dragons is a social game. Sure, we have dice, miniatures, maps, terrain, rules and books. But they are all connected by social interactions and connections. And managing those social situations before they become problematic will save you a lot of headache. After all, you are looking to find a dungeons and dragons group not be defeated by the recruitment process. A session zero (named so, because the first session will most likely be the one where you all sit down and finally get the game going) is a validation checkpoint. A change for all the players to discuss what they expect from the game and the group. Voicing any concerns or topics that should be addressed beforehand, not when they have already become issues. During the session zero, players (including the DM, they are a player as well) will be given a general pitch of the game, the theme, the style and the direction the DM is expecting you to go. This most likely will not be a two-hour lore-dump session, where you make notes and try to remember all the important bits. It should resemble an elevator pitch. Short, straight to the point, without too much flavouring and getting bogged down in details. This is a chance for the players to understand and align their expectations regarding the game. Going into the first session with Boblin the Goblin, aiming to be the funniest character known to man and then realizing that the DM has prepared a serious, down to earth, adventure focusing on social intrigue and moral choices… Well Boblin might’ve not been the best character for that. /images/general-media/1774882359_X6rlHtg9.jpgRead the room. Create a character that fits the atmosphere of the game. And if you were hoping for constant laughs, you will find that the game and your expectations were severely mis-aligned. Session zero will try to manage expectations and set themes. Aligning players, aligning characters Understanding the world, the themes and topics is useful for the players to understand whether the game they are about to commit to is really for them. Whether it will be something they will look forward to prior to every session, or will it eventually become something that “you are not feeling”. Perhaps the tone can be adjusted - from gothic horror with no room for laughs to something that is still eerie, but the players can find humor in appropriate places. This is the time to discuss these questions. The time to adjust the game is now, as it will be rather difficult to do a complete shift when you are ten sessions deep. This is also the point where players can discuss their characters. Whether they have anything complete prepared by then or just a fragment of a concept. Your characters shall be adventuring together - try and figure out how that plays into the world you were presented with. Can you find some common background pieces with another player to somehow connect your characters? Or perhaps come up with a reasonable theme that would bring all your characters together. If your plan was to play an edgy loner, who doesn’t like people and works alone. Discuss this with others, as this might become an issue later, when the other characters can’t figure out a way to establish any reasonable connection with your edgelord. Be flexible, adjust concepts, ideas, goals and character details. A social contract Nobody likes contracts. Unless you are a warlock, then you live for contracts. But a social contract is more for managing expectations. How often will you play? Figure out whether your group can agree on a fixed schedule that everyone can book in advance. Every second Thursday evening? Booked now. Ofcourse this is subject to change as life happens.   Is it a 100% attendance game? If someone can’t attend, will the session be cancelled or will they be somehow “dragged along” without any narrative focus on them for the session. Is there a narrative way to exclude characters from certain moments, if the player is unable to participate? Agreeing on these will help you avoid situations, where some players might feel left out and might decide to start ghosting the sessions, until they are eventually removed from the roster. /images/general-media/1774882564_47pDcYw0.webpIf you have trouble setting some systems up, ask others to help you What systems and platforms will you be using if this is an online game? What video or voice platform will you be using, is everyone okay with the choice or does someone need help setting something up? Whether combat happens on a VTT or some other platform, can everyone manage that? Check in with others and figure out that the technical aspects won’t become too much of a burden to manage. Boundaries. A vital part of session zero. Even if you think these are not necessary - It is still strongly recommended. Using various safety tools can make sure that various themes or topics that the game might tackle are accepted by everyone. Especially if you haven’t played with all of the members of the group before. You can find various different tools to help set the right boundaries and make sure everyone feels comfortable with the game. Take a look at “Lines and Veils”, “X-Card” or “Monte Cook Games RPG Consent Checklist”. Vibes. How are the vibes Keep track of the vibes during session zero. Do you notice anything that might be considered a “red flag”? Is the humor off, does everyone feel like they get enough respect and attention from the others? All of these are important to keep in mind. While some things can be discussed and corrected, if needed. People are different and while they might be great people to be friends with, it doesn’t mean that they would be great people to play D&D with. If there are issues that you feel should be discussed, turn towards your DM and talk things out. Perhaps you were not the only one who noticed it. Or maybe it was a case of miscommunication. Clearing the air before the game actually begins is important. Otherwise the problems will start festering and your enjoyment of the game will decrease over time. “No D&D is better than bad D&D?” - No. Not at all. With Groupfinder you can  find a dnd group that fits your preferences. Maybe it will take a few tries and session zeroes, but once you find your group, you will know these are your people. And you will enjoy the games a lot more. Why bother with all of this? It might feel like all of this is too much trouble just to get the game going. But statistics have shown, that groups who go through a "session zero" before their actual game are  significantly less likely to ghost or fall apart after a few sessions. Spending a few hours talking about expectations might save you hours of frustration later on.

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Restless Barbarian Gaming
Actual Play & Podcasts

Restless Barbarian Gaming

English
Actual Play
Restless Barbarian Gaming is a group of friends with big imaginations and a love for tabletop roleplaying games. Founded in 2021, RBG features several World of Darkness chronicles, Call of Cthulhu, and own home brewed superhero series "Laser Vision Comics." Our international cast stream 2-3 games weekly on Twitch and YouTube as well as Subscriber Exclusive one-shots throughout the year.

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W.A.R.P. - Warriors Across Rapid Periods
Tabletop Roleplaying Games

W.A.R.P. - Warriors Across Rapid Periods

English
Rules-light
Sci-fi
Grab your gear, strap on you A.G.E. DEVICE and put on your favorite playlist of songs that people think are patriotic but actually criticize the system! Personally I recommend Fortunate Son and In the Army Now! Warriors Across Rapid Periods (W.A.R.P.) is a RPG about a group of moderately trained young adults duped by the military industrial complex to strap highly experimental time-travel technology to themselves and carry out missions of dubious morality. You will need a GM (called a Commander), 2 - 4 players, a bunch of dice (d4, d6, d8, d10 and d12), paper or index cards, snacks and a (non-)alcoholic beverage of your choosing! The rulebook is an in-universe training manual for fresh recruits and contains all the rules for players, some guidance for Commanders and a sample mission. W.A.R.P. works on a simple system: Characters are represented by 4 stats (Pace, Uptake, Tough, Strong), each with a value of d4, d6 or d8 Enemies, landscapes, challenges, etc. are represented as two types of Threats rated from d4 up to d12 Gear has limited uses and gives specific bonuses You roll your stat against a Threat if you roll lower, you take damage by reducing your stats (e.g. d6 -> d4) if you roll equal or higher, you beat an Immediate Threat or reduce Persistent Threat (e.g. d8 -> d6) The cool part comes in when you die (or just want to retry a section)! Each character has a number of Time-Quarks at their disposal that allow them to either: Go back in time a brief moment individually to try to beat the Threat again Return as a group to the start of the mission, retaining all future knowledge - you don't have to roll again for the Threats already faced! W.A.R.P. is best played as a "beer and pretzels" game. Its intended tone is over the top dumb 80s or 90s "Hoorah" military action with touchstones such as: Movies like Commando, Independence Day, Predator, Men in Black Video games like the newer Call of Duty games, Sniper Elite series

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