I’ve been working on a class that tells the future and generally acquires obscure knowledge by mystic means. I call it The Seer. If anyone wants to use this playbook in their game, I’d love to hear how it goes. EDIT #2: Upated again, this time to v1.2. I describe the change below. EDIT: File’s been updated. If you still want to see the old one, I think I have Google Drive set so that you can download earlier revisions. See my post below for details.
It was inspired in part by Olli Ketola’s Augur, which you can find here: https://docs.google.com/document/d/1qxllSnBOZV_1i9TwQ1sba_SiyWUqz156bL5FomAmANE/edit I got started working on this by thinking about some ways that I wished the Augur was different. It ended up being a full-blown overhaul, and I came up with a new name to represent that, but I think you can still see the Augur’s influence. So, thank you, Olli Ketola.
While I’m giving credit where it’s due, I should mention that to format the playbook I used the excellent Word 2008 template that zarathud posted on the Barf Forth Apocalyptica forums. You can find it here: http://apocalypse-world.com/forums/index.php?topic=6529.msg27880#msg27880
I’m new to Google+, so I’m crossing my fingers that both those links work as copy-pasted. Let me know if they don’t for you.
I’m also new to Dungeon World, and have been finding the kind of thinking it encourages me to do about narrative and play really stimulating. One of the neat things about working on this was that it brought some stuff about the system into focus for me, specifically stuff about the ways moves determine not only who gets to say what happens, but also how, when, and what they get to say. I’ll add some posts below trying to explain how my thinking influenced the development of some of the elements of the playbook. If you’re interested in that, or if you think my approach is totally off-base, I’d love to hear about that too.
Thanks for reading!