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Lexicon
  • +N Foward (move mechanic)- add +N to your next move (not damage) roll result which might be any or apply to a specific move (like +1 forward to hack and slash). The +3 modifier cap still applies. 
  • +N Hold (move mechanic)- allows you to make N choices later on by hold. Hold must be spent on move that generated it; hold from defend can't be used on trap expert or vice versa, for example
  • +N Ongoing (move mechanic)- take +N to all move rolls (not damage) roll result until the condition specified takes place.  
  • Ability Scores (system component) - measures an adventurer's possession of strength, dexterity, constitution, intelligence, wisdom and charisma on a scale of 3-18 for mortals.
  • Ability Modifiers - derived from current ability score on a +3 to -3 scale.
  • Adept (hireling ) - has at least apprenticed to an arcane expert but is still a novice and not especially powerful.
  • Adventure - a fiction that is only intended to last one or a couple of game sessions. Has a simple plot.
  • Adventurers- the player characters
  • Alignment - a few words that depict your character's moral outlook and behavior they consistently aspire to. 
  •   - any action you can interfere with that has harmful effect: swords, arrow, spells,grabs, charges, etc.
  • Almanac (sheet) - written record for a region kept by the GM
  • Areas- smaller pieces of geography within a region with at least one distinct feature and point of interest.
  • Bolster (move)
  • Bonds - feelings, thoughts and shared history that tie characters together. 
  • Burglar (hireling ) - skilled at larceny, disabling traps and other criminal or shady deeds but not very good at combat. 
  • Campaign - longer fiction intended to last for an extensive period of time, possibly ending if/when the player characters reach 10th level and complete world-changing events.
  • Cantrips - very simple wizard spells which can be cast without counting towards allotment. 
  • Carouse (move)
  • Characteristics- any information like name, race, ability scores, bonds, starting moves, etc., which is displayed in playbook and directly relates to who and what your character is or is capable of.
  • Characters - can mean the adventurers (the player characters) or everyone presented in the fiction: adventurers, hirelings, monsters and other NPCs.  
  • Clerics (class) -  warrior-healers who are sworn to the service of a deity.
  • Confused (debilities) - causes -1 to wisdom modifier until recovery
  • Creature- Living (and Unliving) beings subdivided into beasts, humans, humanoids and monsters.  
  • Custom Moves - moves created by GM or borrowed from second-party source to enhance an adventure or campaign. 
  • Damage - anything done to a character which reduces their HP. 
  • Danger (front component) - five types of threats included in creating and using fronts .
  • Danger (encounter component) - Anything, such as monster or trap, that if left unchecked may be harmful.
  • Death - 1. what happens to a character who is reduced to 0 HP and fails their Last Breath roll; 2. the entity Death who holds dominion beyond the Black Gates.  
  • Debilities- hard to heal impairments caused by certain types of attacks.  There is one for each ability score.
  • Defend (move)
  • Defenses (steading) - characteristic of a steading which relates to the quality and quantity of its armed defenders.
  • Defy Danger (move)
  • Discern Realities (move)
  • Discovery - anything the party finds interesting but not immediately threatening.
  • Druid (class) - semi-feral shapeshifters who are spiritually tied to nature.
  • Dungeon Gear - collection of named items that a character possesses to facilitate adventuring; adventuring gear is a "catch-all" DG item with expendable uses.   
  • Dungeons - any place where adventurers face monsters and other perils.  
  • Encounters (component) - dangers and discoveries which the party are exposed to while exploring.
  • Encumbrance (move)
  • End of Session (move)
  • Equipment/Gear - physical items carried or worn by a character
  • Fighter (class) - warrior class with a signature weapon which plays a role in their personal story. 
  • GM - the Game Master who organizes the game, abitrates disputes and interpets/enforces the rules.  
  • Grim Portents (danger component) - the result of a danger going unchecked; part of a Front
  • Hack & Slash (move)
  • Hirelings - minor DM-controlled characters who travel with the adventurers in exchange for payment. 
  • Hit Points (HP) - a characteristic that defines how much health/life a character possesses.  For PCs, it is influenced by class and constitution modifier. 
  • Impending Doom (danger component) - the final catastrophic outcome of a Front if all the grim portents come to pass. 
  • Instinct (Monsters) - a monster characteristic which describes an an innate, typically fixed pattern of behavior. Also used in creating Instant NPCs
  • Keeps (steadings) - steadings found on the edges of civilization specifically built for defense. 
  • Knacks (NPCs) - way to pursue an Instant NPC instinct. 
  • Last Breath (move)
  • Level - characteristic that is raised through spending XP which grants access to advanced moves and other benefits. Classic DW focusses on level 1 to level 10 adventurers.  
  • Level Up (move)
  • Magic - any ability that goes beyond the physical possible
  • Magic Items - non-mundane items that have intrinsic power. 
  • Make Camp (move)
  • Manors (custom steading) - smaller than a village, generally a nobleman's family and servants.
  • Map- drawing or diagram with shows spatial relations between places.
  • Mark XP - Add 1 to your current XP total. 
  • Minstrel (hireling) - mundane musicians willing to work for the adventurers.
  • Monsters - The advesaries, typically (humanoids, beasts, the undead and planar creatures), that adventurers face in dungeons.
  • Moves - Rules that say when they trigger and what effect they have.  Always depend on some fictional action and produce a fictional result.
  • Outstanding Warrant (move) -
  • Paladin (class) - martial servants of divine law and order. 
  • Parley (move) 
  • The Perilous Wilds - 1. the dangerous uncivilized wilderness between steadings and dungeons; 2. a popular second-party sourcebook
  • Places- regions, areas, steadings and sites.   
  • Population (steading) - a characteristic of a steading which determines its size and available resources.
  • Priest (hireling ) - lower ranking clergy within your realm's organized religions capable of a few minor blessings.
  • Protector (hireling ) - mundane bodyguards.
  • Prosperity (steading) - a characteristic which determines the economic well-being of a steading.
  • Range - generally the distance a character's weapon can reach and harm a target. 
  • Ranger (class)
  • RAW -  "Rules As Written" aka a very literal interpretation of published rules, opposed to rules adjusted,  altered or otherwise customized by a GM.     
  • Recover (move)
  • Regions- large areas of landscape characterized by its dominant natural feature or political aspect.
  • Recruit (move)
  • Rotes - simple cleric spells that don't count towards spell allotment. 
  • Shaky (debilities ) - causes -1 to dexterity modifier until recovery.
  • Sick (debilities ) - causes -1 to constitution modifier until recovery.
  • Sites- a point of interest within a region, area, steading, etc.,Generally contain an encounter. 
  • Spellcasting - the arcane and divine magic of the wizard and cleric classes.  
  • Spells - specific magics that include a name, tag, level and an effect.
  • Spout Lore (move)
  • Stunned (debilities) - causes -1 to intelligence modifier until recovery.
  • Supply (move)
  • System Components - the "puzzle pieces" of Dungeon World which work together to create the complete game system.  Replacing or customizing one in might require modifying an aspect of another.  
  • Tags - keywords applied to a variety of game elements like weapons, armor, steadings, and monsters.  
  • Take Watch (move)
  • Thief (class) - stealthy, deceptive adventurer class specializing in poisons and disarming traps.
  • Towns  -  medium-sized steadings with a hundred or so citizens.
  • Tracker (hireling) - mundane scouts with only rudimentary camping and hunting skills. 
  • Treasure - precious metals, gems, or other valuable objects collected in Dungeons or from NPCs elsewhere.
  • Undertake Perilous Journey (move)
  • Villages -small steadings near some easily exploitable resource, typically off the main roads.
  • Volley  (move)  
  • Weak (debility ) - causes -1 to strength modifier until recovery 
  • Warrior (hireling ) - ordinary mercenaries and men-at-arms. 
  • Wizard (class) - adventurer class educated in the arcane arts and sciences.  
  • World Bulding- the GM process of developing a fictional setting and presenting it to players.
  • XP - slang for experience points.  XP are collected and then spent to acqure new character levels. 
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