d12 | Result |
---|---|
1 |
A monster, danger, or location acts against us |
2 |
We discover an unwelcome truth |
3 |
We notice signs of an approaching threat |
4 |
We suffer damage |
5 |
We lose resources |
6 |
Our move backfires |
7 |
We become separated |
8 |
We notice an opportunity which fits a class’ abilities |
9 |
We experience a downside to our class, race, or equipment |
10 |
There is a potential opportunity, with or without cost |
11 |
We find ourselves in a difficult spot |
12 |
We imagine the cost for our dreams and choose if we wish to pay that price |
Dungeon Worlds Without Master (d12)
The simplest way to replace the GM in Dungeon World
Always imagine the most likely situation to follow the outcome of your moves. If that's not enough for you today, here is a custom move:
When you would normally look to the GM, and there isn't one, roll on (or choose from) the table below for inspiration, discarding and rerolling if you can't imagine how it fits your story.
This is pretty much what a Dungeon World GM does, anyway, without the random aspect. You don't need them to keep you honest and fair to your world and your characters.
For the full GM rules (& the rest of Dungeon World) please visit https://elstiko.github.io/Dungeon-World/docs/GMing/
Citation
Based on the GM moves list from Dungeon World by LaTorra/Koebel