What we know about Dungeon World’s upcoming second edition: Luke Crane, the publisher, bought the rights from the two authors, so that he could hire new designers. Helena Real, author of Against th…
However, in the “message from the designers” it says “moving away from HP and damage dice in favor of conditions”. Both the designers used “conditions” in their previous games (Chasing Adventure, Against the Odds), so I would assume they plan to reuse that.
From Chasing Adventure:
Conditions represent wounds, exhaustion,
frustration, curses, and more negative effects that
afflict a PC as they adventure. They often occur
when Moves mention ‘harm’ or ‘blows’, or similar.
When a PC receives a condition, they choose one
of their stats and write down the fictional reason
for the condition (the PC chooses both of these).
Some especially formidable dangers can inflict
multiple conditions at once.
When a PC makes a roll using a stat that has a
condition, that roll has Disadvantage, but also gives
them 1 XP after the roll is resolved (see the Level
Up Move on Page 16).
When a PC’s last stat gains a condition, they
Crumble. Conditions can be healed when you
Settle In, when you use items like Supplies,
or through special Moves or abilities. See the
Peripheral Moves on Page 16 for more details.
Is “Harm” from some other system? Seems like the biggest change mentioned, everything else is very vague.
Apocalypse World, the PbtA origin, uses harm.
However, in the “message from the designers” it says “moving away from HP and damage dice in favor of conditions”. Both the designers used “conditions” in their previous games (Chasing Adventure, Against the Odds), so I would assume they plan to reuse that.
From Chasing Adventure:
Oh nice, that is my biggest complaint about Dungeon World. I’m glad every other PTBA system went with the more abstract harm tracks.