Here are the rules for my dialect of OD&D, restated in Dungeon World* style moves.
- Hack and slash: d20 attack roll, look up result by class on attack matrix
- Volley: d20 attack roll with a ranged weapon, modified by dexterity
- Defy danger: roll a saving throw as appropriate to the situation
- Discern realities: X in 6 search roll, takes one exploration turn
- Parley: 2d6 reaction roll, modified by charisma
- Last breath: at 0 HP, save vs. death (success = unconscious, failure = death)
- Encumbrance: take -1 per # of items beyond strength score to most rolls
- Make camp: rest for a night; if uninterrupted, regain 1 HP
- Undertake a perilous journey: roll wilderness random encounter checks
- End of session: mark upkeep costs, roll for events
- Level up: this is part of end of session for me
- Carouse: spend treasure to get XP; this should happen prior to level up
- Supply: other than standard purchases, thieves also have streetwise
- Recover: re-roll hit dice (generally at the beginning of a session)
- Recruit: 2d6 reaction roll modified by charisma and market supply
DW moves that don’t seem to have good equivalents:
- Spout lore
- Outstanding warrants
I would like a more formalized system for defending, but so far all I have is that shield bearers grant a +1 AC bonus to their employer (I don’t think this particular house rule has stuck though). Some D&D referees use intelligence checks as a sort of spout lore move, but I tend to be more descriptive. Players tell me what they examine, and I provide details as appropriate. Outstanding warrants seems like a good way to ensure that actions have consequences, and I’m going to think more about how that might apply to D&D. Bolster allow PCs to get bonuses to certain kinds of actions by preparing during downtime. Not bad, but doesn’t seem necessary.
Encumbrance is an awkward fit for a move, but it does have system weight in both DW and OD&D, so it seems reasonable to include it in the list. The equivalent of the end of session move in my OD&D game really encompasses all of the downtime actions between sessions, including level up and carouse.
Now, I’m not claiming that “moves” are just a different way to talk about things that we already do. They actually do function differently. For one thing, Apocalypse World uses a single resolution system when it comes to dice (roll+STAT) while OD&D uses a plethora of resolution systems. But there is some correspondence between the two models, and probably far more than is often acknowledged by the two schools of play.
The game concept of moves in Apocalypse World is commonly misunderstood by old schoolers. Moves are not equivalent to actions or powers. They are not a menu of things to do. Instead, they represent when the rules kick in to resolve uncertainty “in the fiction” (to use the terminology popularized by AW).
* Apocalypse World (AW) and Dungeon World (DW) are used somewhat interchangeably.