Hi, I’ve some problems with a heritage move and would be grateful for any input.

Hi, I’ve some problems with a heritage move and would be grateful for any input.

Hi, I’ve some problems with a heritage move and would be grateful for any input.

To give some background info, I’ve just started a game with  3 players, mostly new to Dungeon World. So I went with a modified version of Heritage Moves, telling them to make up 1 heritage move in addition to their normal race move, so they wouldn’t feel overwhelmed by having to make up several moves when they barely know how they actually work.

I got stuck with the 7-9 options for the heritage move of a former halfling prince, now stranded in Dis. The idea was that the halfling is so used to commanding people, that he’s occasionally able to appear like a person of authority to others, who will then for a short time behave accordingly.

The makeshift move we ended up using looks like this:

When you want to appear like a person of authority for a short time, roll+CHA. On 10+ they treat you as if you were a superior. On a 7-9 they treat you as if you were a superior, but choose one

* They do not start to research you and your claims

* They do not do what they are told half-heartedly

I’m not really content with the move, but I’m struggling to come up with ideas. Any help would be greatly appreciated. 🙂

5 thoughts on “Hi, I’ve some problems with a heritage move and would be grateful for any input.”

  1. Is that how heritage moves work?  I thought the only rolling bit of them was when you invoke the rites of blood and tradition.  Otherwise, it’s spending holds to use the monster type moves, like “launch an amphibious assault” for a lizardman.

  2. It sounds like activating that heritage move gives you leverage over people, with which you can try to manipulate them! (roll +cha)

    On a 7-9, they demand some concrete assurance of your promise, right now, which uh, okay, which one of you layabouts just nicked my crown?

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