DWSW: The Corruption of the Dark Side

I’ve given a bit of thought for how I’d use the Dark Side in a Dungeon World / Star Wars game. I’m taking some inspiration from Star Wars Saga Edition, where committing certain acts earns you dark side points and if you get too many your character becomes an NPC.

My system would be fairly similar, as far as getting the points goes. Jedi will get some moves to give them dark side points, for example…

Fear Leads to Anger, Anger Leads to Hate, Hate Leads to the Dark Side

When you use the force in anger or fear, the dark side takes hold of you and you gain a dark side point.

Simple enough. Not really even noteworthy, I suppose. But the Dark Side is supposed to be tempting.

Force Push

When you use the force to shove someone or something, roll+force. On a 10+, you successfully fling your target away. On a 7-9, you may take a dark side point to fling your target; otherwise, you fail to move it.

Probably needs some tweaking. That’s just a quick and dirty proof of concept. So, now we’ve got the dark side points, how do we get rid of them?

Balance the Force

When you spend time meditating to restore your balance with the force, roll+Will. On a 10+, remove 2 unlocked dark side points. On a 7-9, remove one unlocked dark side point and then lock one unlocked dark side point, if you have any left. On a 6 or lower, lock one unlocked dark side point.

A couple things here. First, I’m going to be reworking the traditional 6 stats into Strength, Agility, Toughness, Intelligence, Will, and Presence. Mostly a cosmetic change, but there ya go. There’s also going to be a 7th stat, Force, which only force users have. Second, there’s that concept of locked dark side points. The idea here is that the dark side is truly a corrupting influence, and if you let it get its hold on you you may never be the same. Locked dark side points are basically permanent. You might be able to get rid of them with a particularly heroic sacrifice, but otherwise… Not really.

So what happens when you get too many dark side points?

Fall to the Dark Side

When you accrue 10 dark side points, you fall to the dark side of the force. You must retire your character,who the GM will use as they see fit.

Nasty? Perhaps. However, the player always has control over gaining dark side points. I think the only ones who would actually end up invoking this move are those who specifically want to play a character falling. Otherwise, I see the points being gained infrequently, going up and down, until the PC starts getting 8 or 9 points and then the player probably begins acting like a boy scout. :)

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