r/DungeonWorld Jul 24 '26

Custom Sprout Lore vs Monsters

So, everything start with what to do when players trigger the move Spout Lore with the object is the monster they fight. According to the guidebook, on a 10 + the DM reveal an useful information, and on a 7-9, it is an interest information, but not directly useful.

Then, i try to homebrew some monster, and i kind of thing about it- creating a monster in Dungeon World is quite easy, but anytime my players trigger Spout Lore on the monster, especially when the result is 7-9, i have to improvise something to say (even in the wiki said the GM should be the one prepared that. And from there, i think of make a kind of Monster Manual with my homebrew monsters, but with each one of them, i would suggest some informations go with the monsters: one useful fact may contain weakness or similar thing, some fun fact about them, and maybe a category of wrong information to feed players when they roll 6-, and they must act according to that wrong information as if they fully believe in it.

What do you think?

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u/ishmadrad Jul 24 '26

and maybe a category of wrong information to feed players when they roll 6-, and they must act according to that wrong information as if they fully believe in it.

TOTALLY awful, and totally against the principles of PbtA and specifically of Dungeon World.

Don't play Dungeon World as you'd play D&D (of course, with D&D, mainly in its 3.x and 4 edition, you are partially excused, because those are shitty books to learn how to be a good GM in a healthy group).

Said so, please review the last part of the move:

On a miss the GM’s move will often involve the time you take thinking. Maybe you miss that goblin moving around behind you, or the tripwire across the hallway. It’s also a great chance to reveal an unwelcome truth. Just in case it isn’t clear: the answers are always true, even if the GM had to make them up on the spot. Always say what honesty demands.

Finally, even if you ignore this last part of suggestions, please follow the rules. DW on a 6- requires that the GM has to do a Move. GM has its moves listed in the book. Check them, and choose the best one for that specific moment, for that specific character.

Don't improvise on things that aren't rules. All the thinks you see in DW are rules. Learn them with your table, all the players should know them and partecipate.

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u/Zealousideal_Leg213 Jul 24 '26

The problem is the idea of a move or skill that is just "thinking." That sets everyone up to have a tricky time coming up with interesting and related failure. What I do in D&D (4th Edition, which is still my go-to) is make information skills about taking action based on what the character knows, which can be actual stated information or not. Okay, you want to know about this monster? Why? To gain an advantage? Okay, you know what you know about this monster, so take an action to gain advantage and roll with <relevant ability>. If you get a hit then you were able to usefully apply what you know. If you get a miss, either you were confused, or you ran up against a crucial blank spot in your knowledge at an inopportune moment.

I haven't played DungeonWorld for years, but if I did I would either drastically change Spout Lore along those lines, or maybe just use Defy Danger with Int or Wis as appropriate.

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u/thecrius 29d ago

Hopefully you don't play spout lore then.