I hadn't thought of github as I'm used to considering it for code. I won't easily have time to copy it over again, but if someone else creates a copy on Github I'm happy to also link it here and from the google doc itself.
Dungeon World has a lot of playbooks, official and unofficial. What has your favorite one been to use, and what made it so great?
Hi Everyone,
I've copied over the Dungeon World wiki to be accessible completely off of reddit, using Google Drive instead.
Most of the links on the wiki are external links to other website, so those didn't need to be changed, but any links to a reddit comment or post has had that content copied onto a google doc in that folder, so it should be accessible without visiting Reddit.
When any changes are suggested I'll get a notification and can easily manage it.
Please let me know if anything here needs updating or improving. The intent is to make the significant resources available for Dungeon World easily available outside of reddit.
Thanks!
Our game right now is just a normal Masks game, but after the first Spiderverse movie a friend and I collaborated on a multi-table convention oneshot where each table was its own universe.
It should be noted that a lot of the ordinary Masks setup relationships will take a back door to the plot and events, as with a oneshot in general and even moreso with switching tables/universes things like Influence and relationships will take a bit of a back door to the action itself.
Masks - I currently did a session zero for this game this weekend, and will be doing the first session next tuesday. I've played Masks a bunch before, and having seen Across the Spiderverse twice recently I'm really looking forward to it.
Pathfinder 2e - currently playing through Abomination Vaults on my Sunday livestreamed variety game group. I think one player isn't enjoying it so much as he enjoys playing unusual characters more than the tactical combat itself, but I think everyone else is enjoying it.
SWN Revised: After two previous SWN campaigns, this one is a bit different. Instead of starting off as a free crew with a ship, the PCs are a part of a faction that's half mercenary company half adventurer's guild, that focuses on mech combat. So I made some systems for them to work their way up the ranks of the faction, a variation of the faction turn that represents different crews within their faction vying for control and influence, and a reputation system that unlocks more purchase options over time as missions are complete.