So last christmas I gave my DnD4 base books to my then 11 and 13-year old cousins, along with a vow to DM for them later that winter. They loved the books, I DM:d a few sessions, two of their friends joined in, we had a pretty good time. However, I was constantly reminded of why I decided I could give the books away – I will probably never play DnD as written again, except maybe as a board-game-rpg-hybrid with only people who really know the rules. My cousins did their best, but I kind of had to remind them of everything. Our last session, I think maybe the fourth, was in May or something. We had trouble finding good dates, alas. I met them a few times during the summer, at one of their birthday parties and such, but picking up the game wasn't on the table.
The younger one, now 12 years old, got back to me a week ago, and told me had found a date when the entire party was available, and asked if we could play. We did, and it was great to see they still wanted to do this – we just hadn't had the time until now. I had forgot the names of NPCs and everything, but together we pieced together where we left off (sneaking around inside a goblin fortress preparing for war, enchanted to look like goblins) and kept on like it hadn't been four months. But again I felt that I really don't like DnD anymore.
So I told them at the end of the session that I felt like that, and that there was this new, shiny game called Dungeon World that had rules I was much more comfortable with! They didn't really know how to react – this is their first and only rpg experience so they have no idea what the rules do to the game. They asked me if their characters would still be as powerful, still be as powerful compared to each other, if the details they had written down would mean anything, if we'd have to take a lot of time for more statting-up in this new system, and so on. They were a bit wary, but I think I can get them to agree – next time I'll bring the playbooks and see if they catch on.
Tl;dr: I'm hopefully converting a DnD game for 12-16-year-olds, that haven't played anything else, to Dungeon World.
The thing is, they have chosen race and class. And none of them are the suggested races for the DW classes. Two are Eladrin, and I can't just say they're elves because they chose Eladrin knowing well that wasn't ordinary elves – they can teleport and are more magic! There's a halfling ranger and half-elf paladin, neither of which is supported by Dungeon World. So I wrote some new racial moves:
You get the following cantrip:
Fey Step – your fey blood warps the scene and the senses of non-Eladrin. You show up within ten steps where your foes did not expect you.
You can use the fey magic of your bloodline to show up anywhere within ten steps where your foes did not expect you. When you do, roll to Defy Danger using WIS.
When you enter a foreign settlement, tell the GM whether you respect the local deity and the practices of their worshippers. If you do, their temple will take you in and show you hospitality.
– When you Defy Danger and use your small size o your advantage, take +1.
– When you are outnumbered, you have +1 armor.
(I can't decide which to use)
What do you think of them? Do you have any other suggestions?
Do you have anything else that's important to remember when converting a game? Their DnD characters are just about to level up to level 2, and I haven't used to full character sheet so they don't have that much gear and details about them.
And finally, if you don't care about my game, what are your suggestions for Dungeon World racial moves for the races that aren't supported in the book?