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Guide de Dungeon World

Guide DW

NewDigital product
The ideal supplement for those who find the unusual mechanics of this game confusing.
  • French

5,00 €

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Designed by Acritarche

your order will be shipped on 12 Dec 2025

Its clear and instructive explanations will help players and game masters take the plunge. How do the game system and storytelling work? What happens during combat, and how do you gauge the level of adversity? How do you create a world with high play potential? In short, everything you need to understand and fully enjoy Dungeon World.

Why a Dungeon World Guide? The playful premise of Dungeon World is very simple:
  • explore ruins (dungeon crawl)
  • using the game tools developed for Apocalypse World.
The second point often poses a problem. That's why the Dungeon World Guide was created. In it, Eon Fontes-May explained in a fairly didactic manner how to transition from the reflexes of old-school gamers raised on Dungeons & Dragons B/X, Tunnels & Trolls, and other more or less well-preserved relics, to “apocalyptic” reflexes (a game system based on fiction and consequences rather than difficulty and battlemaps). Given its success in English and French, it seems to have served its purpose well.
A second edition of the Guide

The first French edition suffered from an often literal translation. This is probably what prompted many of the subscribers to Les Serviteurs de la Reine des Cendres to request a second edition. So here is a re-translated, even re-written version, with some additional information.

The most heavily revised sections are the first two chapters, which deal with the game system and combat. I wanted to incorporate my years of experience, gleaned from various Dungeon World role-playing communities and from my own games and campaigns. I have reworked these chapters to make them as useful to players as they are to the game master.

A generous content :
  • Basic mechanics and conversation (12 pages). Explains how the core of the game works. Its unique features and differences from more “traditional” role-playing games.
  • Combat: how does it work? (18 p.). Talks about combat. Nooo? Yes! With lots of examples, including the famous “dragon with 16 HP” and “the most terrifying pudding.”
  • Special Actions (4 p.). Describes how to write Special Actions that really serve the story and the RPG game.
  • Building the game world: Ask questions and leave gaps (4 p.). Describes why you don't (any longer?) need a 300-page encyclopedia.
  • The Great Worm Axstalrath: an example of a Front for a campaign (6 p.). Shows by example that what was said just before is terribly relevant.
  • New Compendium Races and Classes (6 p.). Gives advice on writing your own and provides some nice examples.
  • Game example (8 p.). Doesn't just tell the story, but also shows how the rules and principles were implemented.

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