![]() The abilities are Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma. Many of the rules discussed in this chapter rely on a player character’s abilities and their modifiers. We’ll cover both general rules, like making moves, and more specific rules, like those for dealing with damage and hit points. Here, you’ll find information about the rules-how they arise from and contribute to the game. This chapter is all about how to play Dungeon World. The conversation works best when we all listen, ask questions, and build on each other’s contributions. The details established by the other people at the table (the GM and the other players) are important to you: they might change what moves you can make, set up an opportunity for you, or create a challenge you have to face. Like any conversation, the time you spend listening is just as important as the time you spend talking. Every rule has an explicit fictional trigger that tells you when it is meant to come into the conversation. While the GM and the players are talking, the rules and the fiction are talking, too. The rules help shape the conversation of play. Dungeon World is never a monologue it’s always a conversation. The players ask questions or make statements, the GM tells them what happens next. The GM says something, the players respond. Instead players take turns in the natural flow of the conversation, which always has some back-and-forth. There are no turns or rounds in Dungeon World, no rules to say whose turn it is to talk. They have something to say about the world. As we play, the rules will chime in, too. We talk about the fiction-the world of the characters and the things that happen around them. You can download the Dungeon World Play Kit from Dungeon World means having a conversation somebody says something, then you reply, maybe someone else chimes in.
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