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