by Delos

Apocalypse World Hx in Dungeon World

It should be no surprise that I love AW and DW. Each system is beautiful in its own way. They are both great at telling stories in their own way, but one thing I always liked more was the way AW does histories as opposed to DW. So for fun I wrote up how AW does it’s Histories (Hx) for the core DW classes. For the end of session move change “Resolve a bond” to “Choose someone who you now know better and add +1 to their Hx, then mark XP. If their Hx hits +4 reset it to +1 and mark XP again.”

Barbarian

Everyone introduces their characters by name, look and outlook.

Take your turn. List the other characters’ names.

Go around again for Hx. On your turn:

  • One of them thinks you are just a savage. Tell them Hx-1.
  • One of them shares your hunger for glory. Tell them Hx+3.
  • Tell everyone else Hx+1. You aren’t hard to figure out.

On other’s turns:

  • One of them you find very amusing with their puny and foolish ways. Whatever number that player tells you give it +1.
  • One of them keeps getting into trouble and you keep bailing them out. Whatever number that player tells you give it +1.
  • Everyone else, whatever number they tell you give it -1 as their ways are confusing and strange.

Bard

Everyone introduces their characters by name, look and outlook.

Take your turn. List the other characters’ names.

Go around again for Hx. On your turn:

  • Tell everyone Hx+2. You put yourself on display and everyone knows way more about you than they’d like.

On other’s turns choose 1, 2, or all 3:

  • One of them you have adventured with before. Whatever number that player tells you ignore it and write +3.
  • One of them you have sang songs about before you ever met them. Whatever number that player tells you ignore it and write +3.
  • One of them has trusted you with a secret. Whatever number that player tells you ignore it and write +3.

Everyone else you add +1 to whatever they tell you. You tend to know everyone more than they realize.

 

Cleric

Everyone introduces their characters by name, look and outlook.

Take your turn. List the other characters’ names.

Go around again for Hx. On your turn:

  • One of them has insulted your deity, tell them Hx-1.
  • One of them had their life saved by you, tell them Hx+3 as they have felt the hand of your deity
  • Everyone else is at Hx+1. You wear the tenants of your deity on your sleeve.

On other’s turns choose 1, 2, or neither:

  • One of them you are trying to convert. Whatever number that player tells you give it +1.
  • One of them is a good and faithful person. Whatever number that player tells you ignore it and write +3.

Everyone else you write down what they tell you. You tend to take people at their world.

 

Druid

Everyone introduces their characters by name, look and outlook.

Take your turn. List the other characters’ names.

Go around again for Hx. On your turn:

  • Tell everyone Hx-1. You keep to yourself.

On other’s turns choose 1 or both:

  • One of them smells more like prey than a hunter. Whatever number that player tells you ignore it and write +2.
  • One of them the spirits keep speaking about. Whatever number that player tells you ignore it and write +2.

Everyone else, take -1 to what they tell you. You tend to mistrust the people of civilization.

 

Fighter

Everyone introduces their characters by name, look and outlook.

Take your turn. List the other characters’ names.

Go around again for Hx. On your turn choose 1, 2, or all 3:

  • One of them you have fought shoulder to shoulder with you, tell them Hx+2.
  • One of them is soft and weak, tell them Hx-2.
  • Choose which one of them you have saved before, tell that person Hx+2.

Everyone else has Hx+0.

On other’s turn:

  • One of them you have sworn to protect. Whatever number that player tells you give it +1.
  • Everyone else, whatever number they tell you, write it next to their character’s name.

 

Paladin

Everyone introduces their characters by name, look and outlook.

Take your turn. List the other characters’ names.

Go around again for Hx. On your turn:

  • Tell everyone Hx+1. You aren’t hard to figure out.

On other’s turns choose 1, 2, or all 3:

  • One of them has stood by you in battle. Whatever number that player tells you give it +1.
  • One of them leads a life of misguided behavior and endangers their very soul! Whatever number that player tells you ignore it and write -2.
  • One of them is a brave soul and you have much to learn from them. Whatever number that player tells you ignore it and write +1.

Everyone else, you write down what they tell you.

 

Ranger

Everyone introduces their characters by name, look and outlook.

Take your turn. List the other characters’ names.

Go around again for Hx. On your turn choose 1, 2, or all 3:

  • One of them is a friend of nature. Tell them Hx+3.
  • One of them has no respect for nature. Tell them Hx-1.
  • One of them you have guided through the wilderness before. Tell them Hx+1

Everyone else writes down Hx+0. You keep to yourself more or less.

On other’s turns:

Write down what they tell you.

 

Thief

Everyone introduces their characters by name, look and outlook.

Take your turn. List the other characters’ names.

Go around again for Hx. On your turn:

  • One of them knows incriminating evidence about you. Tell that person Hx+3.
  • Tell everyone else Hx-1. You can’t be trusted.

On other’s turns choose 1 or both:

  • You stole something from one of them. Whatever number that player tells you add +1.
  • You have a con running with one of them. Whatever number that player tells you add +1.

Everyone else you take -1 to what they tell you. You don’t trust anyone anymore than they trust you.

 

Wizard

Everyone introduces their characters by name, look and outlook.

Take your turn. List the other characters’ names.

Go around again for Hx. On your turn choose:

  • One of them is keeping an important secret from me. Tell that person Hx+3
  • Tell everyone else Hx-1. You are a strange person and are hard to get.

On other’s turns choose 1 or both:

  • One of them is woefully misinformed about the world; and you will teach them all that you can. Whatever number that player tells you add +1
  • One of them will play an important role in the events to come. You have foreseen it! Whatever number that player tells you ignore it and write down +3.

Everyone else you write down what they tell you.

Thanks for reading and let me know if you try this.

 





Comments

  1. Reply

Leave a Reply


%d bloggers like this: