Dungeon World Alignment Moves

I am a fan of Dungeon World as a member of the Adventurer’s Guild.  When I heard about the idea of “Alignment Moves”,  I was fascinated. D&D was the perfect game for alignments to have mechanical effects and moves seem ideal for this.  Since I couldn’t find any of these in the text of v 2.2 of the Beta, I wanted to post them here as a hack.  Dungeon World is by Sage Kobold productions and the following text is public domain.

 

Alignment Moves

When you are faced with a complex ethical or moral problem that impacts bystanders or society on a whole, Roll+ Wis. When acting on the solution provided, take +1 Forward.  Each alignment has it’s own move with different lists of items to choose from. On a 10+ choose two from your list. On a 7-9, choose one.

Lawful Good 

  • You uphold the greater good
  • You uphold the law
  • Give one of your allies +1 XP

Neutral Good

  • You uphold the greater good
  • You uphold the status quo
  • Give one of your allies +1 XP

Chaotic Good

  • You uphold the greater good
  • You uphold freedom
  • Give one of your allies +1 XP

Lawful Neutral

  • You uphold the balance of power.
  • You uphold the law
  • You gain a personal benefit

True Neutral 

  • You uphold the balance of power.
  • You are confident in your alignment.
  • You gain a personal benefit

Chaotic Neutral

  • You uphold the balance of power.
  • You uphold freedom
  • You gain a personal benefit

Lawful Evil

  • You increase your personal power
  • You uphold the law
  • You hurt an enemy indirectly

Neutral Evil 

  • You increase your personal power
  • You uphold the status quo
  • You hurt an enemy indirectly

Chaotic Evil

  • You increase your personal power
  • You cause anarchy
  • You hurt an enemy indirectly

 

 

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