Space Wurm vs Moonicorn
Aaron Griffin asked this question so I got curious. So now I’m trying to figure out what all you need to know from Dungeon World proper (vs vanilla PbtA) to make sense of what’s in SWvM. Maybe Johnstone Metzger can set me straight, confirm, or firmly deny my findings!
Must have Dungeon World
* Advancement (get an XP on 6-, when resolving a Bond, acting with Alignment, maybe moves; level up when XP = current level + 7)
* Alignment (for advancement; can you change it per DW?)
* Bonds (for advancement; add new ones when you resolve old ones BUT some of the SWvM bonds are weird/interesting)
* DW combat in general (armor, damage and hit points, you can maybe guess from the playbooks and Front writeups; healing and death per DW? REVISION: Also death move, tweaked for your setting!)
* Debilities — do these ever happen in SWvM? PDF search says The Other does! I think other than The Other’s stuff, debility is mostly a GM move tool, descriptively making someone confused when they get their bell rung, that sort of thing.
* Load and encumbrance special move (but for the life of me I can’t figure out why you’d ever reference this, seems off-tone)
* Possibly the details of the basic moves, but they read as fairly easy to parse even without any DW experience.
* Recover, End of Session and Level Up special moves, I assume.
* The palate of GM moves
* Managing DW fronts and resolving dangers, if you’re sticking to DW and not just eyeballing a front as “resolved.” Which…maybe? But DW has a surprising amount of talk about fronts.
Dungeon World rules I’m not sure about but seem useful
* Recruit special move and Hirelings (skills seem to track okay to space opera, cost, loyalty)
* Steadings, and world creation in general. I think the steading tags map over!
* Campaign Map rules, ooh. REVISION: See Adventures on Dungeon Planet for details on making up new planets.
* REVISION: Journeys, camp, watch, carouse special moves depending on your setting.
* Bolster special move
* Any of the special subsystems of standard DW/CW characters if you’re mapping them over to SWvM. Like…space magic could be a thing I guess.
* Folks of the Realm? Maybe? None of the other monster settings seem relevant, especially given the focus on the Fronts, which already come with enemies.
* Weapons and Armor (esp. given the presence of Load/Encumbrance), I suppose you just map it over: plate mail is “powered armor” etc.
* Gear in general? Seems off-tone but again there’s the fact that encumbrance is a thing in the game. REVISION: See Adventures on Dungeon Planet for detailed gear.
* Custom move writing
DW rules that seem utterly unnecessary and aren’t referenced at all in SWvM
* Gold/Treasure. Looks like “what you’ve got and can get” is handled in other ways on the new playbooks.
* The rest of the special moves (
death, perilous journey, take watch, make camp, carouse, supply, outstanding warrants. REVISION: all this depends heavily on your take on the setting)
* Rations or any other dungeoneering grind economy
* The Dungeon moves (REVISION: depending on your vibe; could be good for exploring space hulks or alien ruins or whatever)
* Monster settings: looks like that’s already baked into enemies associated with the Fronts. REVISION: probably useful as stat blocks for your own setting’s critters. Depends on how you do your setting! SECOND REVISION: oh shit lookit all the space fantasy monsters in Adventures on Dungeon Planet as well.
* Compendium classes, don’t even know what that’d look like. REVISION: you could totes do compendium classes but there’s no support at all for what those might look like. Still a possibly useful tool in the DM’s toolbox, especially if you have a strong sense of your setting.
I’m making lots of personal judgements about the Special Moves and I’m not 100% sure about any of them. Like, the whole journeying thing might actually be interesting in some iterations of SWvM. I just can’t imagine the most powerful being in the universe giving a shit about it.