So I’m running a sporadic game of Dungeon World, after converting over from a d&d campaign (that I made myself). my players are warming up to the system & are slowly coming away from their videogame-influenced metagaming, but I think they still need a push to get them excited about roleplaying.
Alignments and bonds are good for this of course, so I’ve been trying to figure out things I could insert into the scenarios that could get players thinking about their alignments. “free someone from literal or figurative bonds” and “spur others to significant and unplanned decisive action” seem to write themselves, but I’m having trouble figuring out how to allow our druid to “destroy a symbol of civilization” in an interesting & meaningful way?
Our thief has also chosen a bit of a safe (imo) alignment with “avoid detection or infiltrate a location”, especially as she’s someone who unconsciously drifts towards metagame thinking & away from roleplaying. However, she’s really keen on multiclassing as an Immolator & I’ve thought up a whole narrative hook for how that could happen, involving a foreign religion etc. As I’ve kind of based said religion on Zoroastrianism, I was thinking her “teacher” might make her swear an oath of truth, so she must never deceive with words & I figured this could make for an interesting new alignment. She tends to enjoy playing stealthy thief types in everything, and I thought this might be an interesting thing for her character to deal with or rationalise, maybe even working out some kind of penalty system related to immolator abilities for direct lies? But I also don’t want to hamper her enjoyment of the game at the same time, so I’m having trouble figuring out if this is a good idea, or if I should just give her an alignment from the immolator sheet.
Any thoughts & suggestions on this or the aforementioned druid alignment would be much appreciated! Also feel free to post any alignment/bond stuff you might be having trouble with yourself!