Dungeon World × Forged in the Dark
I'm running Dungeon World for MTG right now and the group agrees the core 2d6 system makes for a stale experience so I did a light Forged in the Dark conversion to be playtested next week.

Ability Scores
Score | Forged |
---|---|
6—8 | ○○○○ |
9—12 | ●○○○ |
13—15 | ●●○○ |
16—17 | ●●●○ |
18 | ●●●● |
Basic Moves
Melee (Strength)
- Critical: +1d6 damage
- 6: Deal damage
- 4/5: Trade damage
Ranged (Dexterity)
- 6: Deal damage
- 4/5: Deal damage and choose one:
- Break cover, risking danger
- Blind fire (-1d6 damage)
- Reduce ammo by one
Persuade (Charisma)
When you have something a nonplayer character wants or needs to manipulate them.
- 6: they ask you for something and do it if you make them a promise first.
- 4/5: They need concrete assurance of your promise.
Saving Throw (Appropriate Ability)
Say how you deal when you act despite an imminent threat or suffer a calamity.
- 6: You do what you set out to.
- 4/5: You do it, but there’s a consequence.
Defend (Constitution)
When you defend a person, item, or location under attack.
- 6: Hold 3
- 4/5: Hold 1
Spend 1 Hold when you or your ward are attacked:
- Redirect the attack to yourself
- Halve the effect/damage
- Give an ally +1 Forward against the attacker
- Deal damage to the attacker equal to your level
Perception (Wisdom)
When you study a situation or person take +1 Forward when acting on those insights.
- 6: Ask the GM three questions
- 4/5: Ask the GM one question
Lore (Intelligence)
- 6: The GM will tell you something interesting and useful about the subject relevant to your situation.
- 4/5: The GM tells you something interesting.
Aid/Hinder
When you aid or hinder someone they take +1d or -1d, but you expose yourself to danger, retribution, or cost.
Pushing Yourself
You can exhaust Hit Points to push yourself for greater performance. Take -2 HP: Add +1d to your roll.
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