Changing the Basics
Moves can also change the basic structure of the game. Consider this one, to avoid the use of damage dice:
When you would deal damage, instead of rolling the dice, substitute each dice with the listed number. d4 becomes 2, d6 becomes 3, d8 becomes 4, d10 becomes 5, d12 becomes 6.
Moves like this change one of the basic features of the game. Be very careful with moves that muck with the fundamentals. Moves should never contradict the GM’s principles or agenda, or break the basic “take the action to gain the effect” rule.
There are some parts of the game that are exceptionally easy to change. The amount of XP to level reflects our view, but you can easily make leveling more or less rare. As well, the kinds of things players are awarded XP for can be easily changed—if your game isn’t about exploring, fighting monsters and finding treasure, change the End of Session move to reflect that difference. Make sure to share it with your players before you start the game.
Another basic that’s occasionally asked for is a way to make, say, fighting a dragon harder. The best answer here is that fighting a dragon is harder because the dragon is fictionally stronger. Just stabbing a dragon with a normal blade isn’t hack and slash because a typical blade can’t hurt it. If, however, that isn’t enough, consider this move from Vincent Baker, originally from Apocalypse World (reworded slightly to match Dungeon World rules):
When a player makes a move and the GM judges it especially difficult, the player takes -1 to the roll. When a player’s character makes a move and the GM judges it clearly beyond them, the player takes -2 to the roll.
The problem with this move is that the move no longer reflects anything concrete. Instead, the move is a prompt for the GM to make judgment calls with no clear framework. If you find yourself writing this custom move, consider what difficulty you’re really trying to capture and make a custom move for that instead. That said, this is a valid custom move, if you feel it’s needed.