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wg.fix - Renamed Story elements to Body #155

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4 changes: 2 additions & 2 deletions text/Character_Creation.xml
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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<?xml-stylesheet type="text/xsl" href="dungeon-world-chapter.xsl"?>
<Root xmlns:aid="http://ns.adobe.com/AdobeInDesign/4.0/"><h1>Character Creation</h1>
<Story><p aid:pstyle="NoIndent">Making Dungeon World characters is quick and easy. You should all create your first characters together at the beginning of your first session. Character creation is, just like play, a kind of conversation—everyone should be there for it.</p>
<Body><p aid:pstyle="NoIndent">Making Dungeon World characters is quick and easy. You should all create your first characters together at the beginning of your first session. Character creation is, just like play, a kind of conversation—everyone should be there for it.</p>
<p>You may need to make another character during play, if yours gets killed for example. If so, no worries, the character creation process helps you make a new character that fits into the group in just a few minutes.</p>
<p>Most everything you need to create a character you'll find on the character sheets. These steps will walk you through filling out a character sheet.</p>
<h2>1. Choose a Class</h2>
Expand Down Expand Up @@ -45,4 +45,4 @@
<p>Take some time to discuss the Bonds and let the GM ask questions about them as they come up. You’ll want to go back and forth and make sure everyone is happy and comfortable with how the Bonds have come out. Leave space to discover what each one might mean in play, too: don’t pre-determine everything at the start. Once everyone’s filled in their bonds read them out to the group. When a move has you roll+Bond you'll count the number of Bonds you have with the character in question and add that to the roll.</p>
<p aid:pstyle="Example">With everyone introduced I choose which character to list in each Bond, I have Paul's Fighter Gregor and Shannon's Cleric Brinton to choose from. The Bond about prophecy sounds fun, so I choose Gregor for it and end up with "Gregor will play an important role in the events to come. I have foreseen it!" It seems like The Wizard who contacts Things From Beyond and the Cleric might not see eye to eye, so I add Shannon's character and get "Brinton is woefully misinformed about the world; I will teach them all that I can." I leave my last Bond blank, I'll deal with it later. Once everyone is done I read my Bonds aloud and we all discuss what this means about why we're together and where we're going.</p>
<h2>13. Get Ready to Play</h2>
<p aid:pstyle="NoIndent">Take a little break: grab a drink, stretch your legs and let the GM brainstorm for a little bit about what they’ve learned about your characters. Being the GM is a big responsibility! Once you’re all ready, grab your dice and your sheet and get ready to take on the Dungeon.</p></Story></Root>
<p aid:pstyle="NoIndent">Take a little break: grab a drink, stretch your legs and let the GM brainstorm for a little bit about what they’ve learned about your characters. Being the GM is a big responsibility! Once you’re all ready, grab your dice and your sheet and get ready to take on the Dungeon.</p></Body></Root>
4 changes: 2 additions & 2 deletions text/Introduction.xml
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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<?xml-stylesheet type="text/xsl" href="dungeon-world-chapter.xsl"?>
<Root xmlns:aid="http://ns.adobe.com/AdobeInDesign/4.0/"><Story><h1>Dungeon World</h1>
<Root xmlns:aid="http://ns.adobe.com/AdobeInDesign/4.0/"><Body><h1>Dungeon World</h1>
<div id="Introduction"><p aid:pstyle="NoIndent">Dungeon World is a world of fantastic adventure. A world of magic, gods and demons, of good and evil, law and chaos. Brave heroes venture into the most dangerous corners of the land in search of gold and glory.</p>
<p>Adventurers take many shapes in Dungeon World. The races of elves, men, dwarves and halflings all have their heroes. Sometimes, they’re the Fighter, like Walton or Olive, near-invincible beasts of battle encased in iron armor. Others are more mysterious—Rath or Lilliastre, for example—a Wizard busy conjuring up and wielding the wicked forces of magic. Treasure and glory is sought by the holy Cleric, a tricky Thief, a mighty Paladin and more.</p>
<p>It isn’t all easy heroics and noble bravery, though. Every time the Ranger guides his friends through the ancient woods, there are a hundred things waiting to bite his head off. Slavering hordes of goblin troops, maybe. Or is this the Cursed Wood, where dwells the Grey Witch? Maybe this time through it’ll be the throngs of hateful dead, looking to drag a meaty corpse back to their lair. Scary, sure, but there’s treasure, too. More gold and jewels and magic lost to man have fallen between the cracks in the world than you can imagine. Who better to retrieve it than a band of stalwart heroes? </p>
Expand Down Expand Up @@ -63,4 +63,4 @@ Before you start reading the book, it’s a good idea to have printouts of the c
<p aid:pstyle="NoIndent">Why play Dungeon World?</p>
<p>First, to see the characters do <strong>amazing things</strong>. To see them explore the unexplored, slay the undying, and go from the deepest bowels of the world to the highest peaks of the heavens. To see them caught up in momentous events and grand tragedies.</p>
<p>Second, to see them <strong>struggle together</strong>. To gather as a party despite their differences and stand united against their foes, or to argue over treasure, debate battle plans, and join in righteous celebration over a victory hard-won.</p>
<p>Third, because <strong>the world still has so many places to explore</strong>. There are unlooted tombs and dragon hordes dotting the countryside just waiting for quick-fingered and strong-armed adventurers to discover them. That unexplored world has plans of its own. We play to see what they are and how they'll change the lives of our characters.</p></Story></Root>
<p>Third, because <strong>the world still has so many places to explore</strong>. There are unlooted tombs and dragon hordes dotting the countryside just waiting for quick-fingered and strong-armed adventurers to discover them. That unexplored world has plans of its own. We play to see what they are and how they'll change the lives of our characters.</p></Body></Root>
12 changes: 6 additions & 6 deletions text/Moves.xml
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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<Root xmlns:aid="http://ns.adobe.com/AdobeInDesign/4.0/">
<h1>Basic Moves</h1>
<Story><h2 aid:pstyle="BasicMoveName">Hack and Slash</h2>
<Body><h2 aid:pstyle="BasicMoveName">Hack and Slash</h2>
<p aid:pstyle="NoIndent">When you <strong>attack an enemy in melee</strong>, roll+Str. On a 10+ you deal your damage to the enemy and avoid their attack. At your option, you may choose to do +1d6 damage but expose yourself to the enemy's attack. On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you.</p>
<h2 aid:pstyle="BasicMoveName">Volley</h2>
<p aid:pstyle="NoIndent">When you <strong>take aim and shoot at an enemy at range</strong>, roll+Dex. On a 10+ you have a clear shot—deal your damage. On a 7–9, choose one (whichever you choose you deal your damage):</p>
Expand Down Expand Up @@ -36,9 +36,9 @@
<h2 aid:pstyle="BasicMoveName">Parley</h2>
<p aid:pstyle="NoIndent">When you <strong>you have leverage on a GM character and manipulate them</strong>, roll+Cha. Leverage is something they need or want. On a hit they ask you for something and do it if you make them a promise first. On a 7–9, they need some concrete assurance of your promise, right now.</p>
<h2 aid:pstyle="BasicMoveName">Aid or Interfere</h2>
<p aid:pstyle="NoIndent">When you <strong>help or hinder someone you have a Bond with</strong>, roll+Bond with them. On a 10+ they take +1 or -2, your choice. On a 7–9 you also expose yourself to danger, retribution, or cost.</p></Story>
<p aid:pstyle="NoIndent">When you <strong>help or hinder someone you have a Bond with</strong>, roll+Bond with them. On a 10+ they take +1 or -2, your choice. On a 7–9 you also expose yourself to danger, retribution, or cost.</p></Body>
<h1>Special Moves</h1>
<Story><h2 aid:pstyle="BasicMoveName">Last Breath</h2>
<Body><h2 aid:pstyle="BasicMoveName">Last Breath</h2>
<p aid:pstyle="NoIndent">When <strong>you're dying</strong> you catch a glimpse of what lies beyond the Black Gates of Death's Kingdom (the GM will describe it). Then roll (just roll, +nothing—yeah, Death doesn't care how tough or cool you are). On a 10+ you've cheated death—you're in a bad spot but you're still alive. On a 7–9 Death will offer you a bargain. Take it and stabilize or refuse and pass beyond the Black Gates into whatever fate awaits you. On a miss, your fate is sealed. You're marked as Death's own and you'll cross the threshold soon. The GM will tell you when.</p>
<h2 aid:pstyle="BasicMoveName">Encumbrance</h2>
<p aid:pstyle="NoIndent">When you <strong>make a move while carrying weight</strong> up to or equal to Load, you're fine. When you make a move while carrying weight equal to load+1 or load+2, you take -1. When you make a move while carrying weight greater than load+2, you have a choice: drop at least 1 weight and roll at -1, or automatically fail.</p>
Expand All @@ -57,8 +57,8 @@
<ul><li>Did we learn something new and important about the world?</li>
<li>Did we overcome a notable monster or enemy?</li>
<li>Did we loot a memorable treasure?</li></ul>
<p>For each "yes" answer everyone marks XP.</p></Story>
<Story><h2 aid:pstyle="BasicMoveName">Carouse</h2>
<p>For each "yes" answer everyone marks XP.</p></Body>
<Body><h2 aid:pstyle="BasicMoveName">Carouse</h2>
<p aid:pstyle="NoIndent">When you <strong>return triumphant and throw a big party</strong>, spend 100 coin and roll + extra 100s of coin spent. On a 10+ choose 3. On a 7–9 choose 1. On a miss, you still choose one, but things get really out of hand.</p>
<ul><li>You befriend a useful NPC</li>
<li>You hear rumors of an opportunity</li>
Expand All @@ -80,4 +80,4 @@
<li>Someone has put a price on your head</li>
<li>Someone important to you has been put in a bad spot as a result of your actions</li></ul>
<h2 aid:pstyle="BasicMoveName">Bolster</h2>
<p aid:pstyle="NoIndent">When you <strong>spend your leisure time in study, meditation, or hard practice,</strong> you gain preparation. If you prepare for a week or two, 1 preparation. If you prepare for a month or longer, 3 preparation. When your preparation pays off spend 1 preparation for +1 to any roll. You can only spend one preparation per roll.</p></Story></Root>
<p aid:pstyle="NoIndent">When you <strong>spend your leisure time in study, meditation, or hard practice,</strong> you gain preparation. If you prepare for a week or two, 1 preparation. If you prepare for a month or longer, 3 preparation. When your preparation pays off spend 1 preparation for +1 to any roll. You can only spend one preparation per roll.</p></Body></Root>
4 changes: 2 additions & 2 deletions text/Moves_Discussion.xml
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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<Root xmlns:aid="http://ns.adobe.com/AdobeInDesign/4.0/">
<h1>Moves Discussion</h1>
<Story><p aid:pstyle="NoIndent">This chapter contains all the moves that are available to all characters. These moves fall into two categories: basic and special.</p>
<Body><p aid:pstyle="NoIndent">This chapter contains all the moves that are available to all characters. These moves fall into two categories: basic and special.</p>
<p>Basic moves are the bread and butter of the adventurer's life. They cover situations likely to come up in fights, tense negotiations, and dangerous areas.</p>
<p>Special moves come up a little more rarely. They cover things like gaining a level, taking a long journey, or returning to town between adventures.</p>
<p>All player characters have all the basic and special moves. Each player character will also have some moves from their class, we'll get to those later.</p>
Expand Down Expand Up @@ -271,4 +271,4 @@
<p aid:pstyle="Example">This move is only for places where you've caused trouble, not every patch of civilization you enter. Being publicly caught up in someone else's trouble still triggers this move.</p>
<p>Civilization generally means the villages, towns and cities of humans, elves, dwarves, and halflings but it can also apply to any relatively lawful establishment of monStrous species, such as orcs or goblins. If the PCs have stayed in a place as part of the community, it counts as civilization.</p>
<h2 aid:pstyle="BasicMoveName">Bolster</h2>
<p aid:pstyle="Example">When you <Strong>spend your leisure time in study, meditation, or hard practice,</Strong> you gain preparation. If you prepare for a week or two, take 1 preparation. If you prepare for a month or longer, take 3. When your preparation pays off spend 1 preparation for +1 to any roll. You can only spend one preparation per roll.</p></Story></Root>
<p aid:pstyle="Example">When you <Strong>spend your leisure time in study, meditation, or hard practice,</Strong> you gain preparation. If you prepare for a week or two, take 1 preparation. If you prepare for a month or longer, take 3. When your preparation pays off spend 1 preparation for +1 to any roll. You can only spend one preparation per roll.</p></Body></Root>
4 changes: 2 additions & 2 deletions text/appendices/Conversion.xml
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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<Root xmlns:aid="http://ns.adobe.com/AdobeInDesign/4.0/">
<Story><p aid:pstyle="NoIndent">There isn’t always time for prep. People aren’t entirely committed to a game—you just want to test it out or you’ve got a four-hour slot at a convention that you want to fill and you’ve never met the players before in your life. Maybe prep isn’t something you care about or you think it’s more fun to just take a map and run with it. Even better, maybe you’ve got a favorite old school adventure module and you’d love to run through using the Dungeon World rules. In this appendix, we’ll cover how to convert and adapt material from other games into Dungeon World and give you the same flexibility to run your favorite adventures using the rules in this book.</p>
<Body><p aid:pstyle="NoIndent">There isn’t always time for prep. People aren’t entirely committed to a game—you just want to test it out or you’ve got a four-hour slot at a convention that you want to fill and you’ve never met the players before in your life. Maybe prep isn’t something you care about or you think it’s more fun to just take a map and run with it. Even better, maybe you’ve got a favorite old school adventure module and you’d love to run through using the Dungeon World rules. In this appendix, we’ll cover how to convert and adapt material from other games into Dungeon World and give you the same flexibility to run your favorite adventures using the rules in this book.</p>
<h2>Overview</h2>
<p aid:pstyle="NoIndent">The first step in preparing an adventure for use with Dungeon World is reading through that adventure, and through the Dungeon World rules. For this book, you’ll want to be familiar with all the basic rules, as well as familiar with the section on Fronts and on the GM principles. The former will be guiding you in adapting the framework of the adventure and the latter will help keep your mind going in the right direction—so that gameplay stays true to the style and rules set out in this book. You’ll want to read through the module next, paying close attention to the four following topics as you go.</p>
<ul><li>Maps</li>
Expand Down Expand Up @@ -43,4 +43,4 @@
<li>A shield that glows with silver light</li>
<li>A rusted old key in the shape of a lizard</li></ul>
<p aid:pstyle="NoIndent">These sorts of moves can give the players the sense that their characters are tied to the situation at hand, and open the door for more lines of question-and-answer play that can fill the game world with life. Think about the Fronts, the things they endanger, the riches they might protect and their impact on the world. Let these intro moves flow from that understanding, creating a great kickstart to the adventure.</p>
</Story></Root>
</Body></Root>
4 changes: 2 additions & 2 deletions text/appendices/NPCs.xml
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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<Root xmlns:aid="http://ns.adobe.com/AdobeInDesign/4.0/">
<Story><p aid:pstyle="NoIndent">Sometimes the players will come across someone who becomes important in the moment. When the ritual goes wrong and a poor captive gets the power cosmic what does that villager do with it? Who were they?</p>
<Body><p aid:pstyle="NoIndent">Sometimes the players will come across someone who becomes important in the moment. When the ritual goes wrong and a poor captive gets the power cosmic what does that villager do with it? Who were they?</p>
<p>When you need a quick NPC all you need is an instinct and some way to pursue it. We call that a Knack, it can be anything from a skill to a title to a debt owed. Combine the two and you have an NPC who has something they want and a way to try to get it, you're ready to go.</p>
<h2>100 Instincts</h2>
<ol><li aid:pstyle="NumberedList">To avenge</li>
Expand Down Expand Up @@ -204,4 +204,4 @@
<li aid:pstyle="NumberedList">Power overwhelming</li>
<li aid:pstyle="NumberedList">Delusions of grandeur</li>
<li aid:pstyle="NumberedList">The wind at his back and a spring in his step</li></ol>
</Story></Root>
</Body></Root>
4 changes: 2 additions & 2 deletions text/appendices/Teaching.xml
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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<Root xmlns:aid="http://ns.adobe.com/AdobeInDesign/4.0/">
<Story><p aid:pstyle="NoIndent">Since you've read this book it's likely at some point you'll be teaching the game to others, either experienced roleplayers or those new to the hobby. Throughout the design process we've had many chances to play with lots of different gamers from different backgrounds and there are a few things we've found work well for teaching the game.</p>
<Body><p aid:pstyle="NoIndent">Since you've read this book it's likely at some point you'll be teaching the game to others, either experienced roleplayers or those new to the hobby. Throughout the design process we've had many chances to play with lots of different gamers from different backgrounds and there are a few things we've found work well for teaching the game.</p>
<h2>Pitch It</h2>
<p aid:pstyle="NoIndent">Before you play you'll likely be explaining the game to your new players (don't just spring it on them, that's not cool). We call that the pitch: it's explaining why you want to play Dungeon World and why you think they'll like it.</p>
<p>First and most importantly: put it in your own words. We can't give you a script because the best way to get people excited about the game is to share your honest excitement. There are, however, some things you might want to touch on.</p>
Expand All @@ -26,4 +26,4 @@
<p aid:pstyle="NoIndent">After an hour or two of play the players will likely have everything down. As a first time GM you may take a bit longer to pick up all your moves, maybe a session or two. Just roll with it.</p>
<p>If you find yourself struggling in the first session consider it a pilot, like the first episode of a TV show. Feel free to start over or retroactively change things. If a player decides that the Thief just isn't what they thought it was let them switch classes (either remaking the same character or introducing someone new). If your first adventure wasn't working too well scrap it and start something new.</p>
<p>While Dungeon World works great for one-shots the longer cycles of levels and bonds don't really kick in for a bit. If your first one or two sessions go well consider scheduling out enough time for 5–10 more. Knowing that you're planning to play that much longer gives you some space to plan out your fronts and resolve them.</p>
</Story></Root>
</Body></Root>
4 changes: 2 additions & 2 deletions text/appendices/Thanks.xml

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