Hello there! This is a gauge of interest for an adventure using the [i]Dungeon World[/i] rules system. DW is an RPG that focuses on narrative action. There is little dice rolling, except to determine damage and how successful player actions are. All things considered, DW is a simple game, focused on characters doing awesome things, like exploring worlds and braving danger. It's all about 'playing to find out what happens.' At its core, DW is a series of questions and answers, all of which have bearing on the narrative and in-game action. It looks something like this: 1. The GM gives the setup of a threat, but not the conclusion. 2. The player responds and probably rolls some dice. 3. The GM narrates the results, based on the player's roll. These steps snowball into what will become the players' adventure, following a basic mechanic. DW actions have three potential results. [list] [*][b]On a 10+, the player gets a full success.[/b] He dodges his enemy's attack and counters with his own. Or he jumps the gap and lands safely. [*][b]On a 7-9, it's a partial success.[/b] You might hit the monster, but loose your footing. You might cast the spell, but on the wrong target. A partial success doesn't get you exactly what you want, or it might with an added consequence. [*][b]On a 6 or lower, they've failed.[/b] Self-explanatory. [/list] These rolls are adjusted according to modifiers on an appropriate basis. If you're trying to scale a cliff, you might roll 2d6 plus your strength or dexterity modifier. If you're trying to remember ancient lore, you might roll and add that of your wisdom. In the DW rules as written, these actions, or moves, are numerous. Attacking a prepared enemy in melee is called [i]Hack 'n Slash[/i]. Firing a bow is called [i]Volley[/i]. These actions, and many others, can be found in the SRD. While it may seem like a lot to remember, the player only needs to know what he wants to do (hit the skeleton, swing on the rope, search for clues). The GM will consult the appropriate move as written and work out the results. Everything one needs to know can be found on the [url=http://www.dungeonworldsrd.com/]Dungeon World SRD[/url], and I will also do my best to help. Compared to systems like 3.5, DW is a very simple, quick 'n dirty game, and can be a lot of fun! [center]---------------[/center] Now we get to the setting! There's no telling how far we'll travel or what we might encounter, but our premise is simple and sweet. We begin in the Kingdom of Aabran. Aabran is an unusual place; it is said that its founders made pacts with denizens of the netherworld to assure their dominion. It would seem that is true, as families often have their own demonic household patrons, and imps of many shapes and sizes roam the streets alongside their masters. Though Aabran may walk a fine line between stability and damnation, ancient laws and tradition decree which entities may be dealt with safely, and which ones should not, under any circumstances be summoned. Against all reason, it would seem that Aabran has a thriving, beneficial relationship with its netherworld counterparts. That is, until news reaches your ears of a terrible murder in the city of Lyra. Don't let its consorting with spirits fool you; Aabran is a civilized nation like any other, and cold-blooded murder is definitely illegal! The deceased has been identified as Ophelia Pesh, a well-known blueblood involved in the city's textile business. Her autopsy showed she died of asphyxiation, but there are no marks on her throat. Who knows what she was doing on the Street of the Sleepy Fox at that time of night, but the only evidence seems to be tracks that lead from Lyra into the Wilderdeep; a place where not even the local Aabranians have the stomach to go. Lyra is ablaze with rumors, but you know better than to trust idle chatter. The reward for Ophelia's justice is great, and the Wilderdeep smells of a danger you simply can't resist. [center][img]https://s-media-cache-ak0.pinimg.com/originals/b3/4d/ea/b34dea764adb8d0aaac457365d34b025.jpg[/img][/center] This outlines only the beginning of our adventure. It remains to be seen where our journey goes after the ball gets rolling, but in DW, we must keep playing to find out what happens! I'm happy to walk players through examples of how to play DW, and assist them in character creation. I'll be honest - I have no set expectations how this will turn out, but it's a game I've been wanting to play for a while, and I think it'll be fun to implement it here.