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LaTeX Dungeon World Playbooks
These are the core Dungeon World playbooks, transcribed and formatted using LaTeX. This makes a small number of formatting changes.
Formatting
These transcriptions try to use colors, formatting, and sigils extensively to indicate important nouns and verbs in the game itself. These include the following:
- Moves are written in blue, with a diamond sigil.
- Move triggers or conditions are written in red.
- Spells and certain special features are written in purple, with a star sigil.
- Tags are written in green italics.
- Results of die rolls are always called out in bold.
The two fonts used in these playbooks can be acquired for free from Google fonts. The header font is Metamorphous and the body font is PT Serif.
Credit
Dungeon World was written by Sage LaTorra and Adam Koebel. These LaTeX versions are based on a heavily modified version of this template character sheet from Reddit user TheDarkLumo.
Under the Hood
While there are a definite number of remaining formatting-related concerns, these playbooks are itended to, as much as possible, rely on more semantic formatting. These include the following constructs:
- The basic varying features of the playbook are defined with various
macros:
pbClass,pbBaseHP, andbpDamageshould be invoked with the playbook name, the base HP modifier, and the damage die, respectively. ThepbLookandpbNamesmacros can be invoked more than once, and each invocation adds a new line to the Look and Names sections. - The aforementioned textual cues all have associated macros:
\condition{}for a move trigger,\move{}for the name of a move,\spell{}for the name of a spell,\itag{}for a tag, and\ntag{}{}for a tag with an associated number. - Common tags have dedicated macros as well, including
\weight{},\damage{},\armor{},\uses{}and\ammo{}. - Macros are used for die roll results:
\onSuccess,\onPartial,\onHit, and\onMissare the most common. All of these begin with a capital letter, so they are intended to be used as the beginning of a setnence. - The
\moveReplaces{}and\moveRequires{}macros are used in advanced moves to indicate which other moves they replace or require. - The
basicmoveandamoveenvironments take an argument and produce a section with a header formatted as a move name. Theamoveenvironment has a checkbox to the left, for optional advanced moves. - The
optfeatureenvironment is likeamovebut without the move name coloring or sigil, and is used for things like alignment selection. - The
choicesenvironment is anitemize-like environment whereitemrenders as a checkbox.
Important Note
These are versions derived from modified versions of the core playbooks for a custom campaign. I've attemped to remove all references to rules and features of this custom campaign, but it's possible I've missed something: please let me know if this is the case!