Hey. I've been working on, playing, and running my own version of 'dungeon world' (I'll change the name eventually, sorry about that) for a while. I've run into a few problems, one with hit points (called Fight!), one with the nature of bonds, and one with alignments, and I'd like suggestions.
Fight! works pretty smoothly for most folks I've played with, but the rules I have for the recovery of Fight!, while they seem simple to me, need to be simpler or more intuitive.
Right now, the move is: if you meet the following conditions, you regain all your lost Fight!
> sufficient food and water
> medical attention, if you need it
> a relatively safe and comfortable place to rest
> about six to eight hours sleep
The complicated part is, for each condition not met, the amount you would regain is halved. This is a bit of unwelcome math and is a bit clunky, I guess.
I really want to retain the in-fiction, meet-these-conditions quality; they've led to some fun play and tie back racial qualities and some other setting elements into the fiction pretty nicely. I also want to retain proportionality with Fight! total if I can, since it maps to the idea of increased capacity at increased level, an important conceit for this genre. Suggestions (and questions, of course) are super-welcome.
Bonds, the way I've written their expression and function, are very confusing (apparently). In this game, a bond is defined by your relationship with another character, characterized by some need you have relating to them and the type of action that addresses that need. Frex "I love Betty, I will do anything to protect her" is fine.
When the bond is relevant to a move by the possessor of the bond, the bond can be 'tapped' (in the sense of temporarily expended) to re-roll one of the 2d6 used in the move by the person tapping the bond. The bond can be tapped by anyone involved, a very important quality. The bond becomes untapped by that relationship being addressed in the fiction by the possessor of the bond.
It is a powerful trait, but even first-time players think it is one of the ways you get XP! And they take a really long time to explain, and create at character generation. I have decided to revert to the AW/Dungeon World style of writing out explicit bonds to choose from, and will need suggestions to fill out the lists.
Finally, Alignment is wonky. I was using Good and Evil; you make the move, you get XP. But there is no general approach or explicit benefit to the pseudo-alignment Neutral, and yet no significant potential negative consequence to allying to one of the alignments. In the setting I have used for play(testing), there is also the Law-Chaos axis, and so I have ended up entirely with Lawful Good, Chaotic Good, Lawful Evil, and Chaotic Evil characters. I am loathe to remove alignment as an option, it is evocative and extremely in-genre; I also do not want to incentivize either a 'do-whatever-I-want' or a 'move toward balance' interpretation of Neutrality or add big penalties to having a particular alignment. Some feedback on a different implementation would be appreciated.