Dungeon World Playbook: The Prophet
https://drive.google.com/file/d/0B99hPl0o50Y8a1BDanpneGVfblk/edit?usp=sharing
So +James May may have beaten me to the punch here, but I have been developing a class that was loosely based off of the Fortune Teller. I began playing this class in a campaign and was realizing what kinds of things I wanted to do that I was having trouble doing with that class.
So, naturally, I made my own! I had quite a few more moves that I wanted to add, and may still do so. I was simply trying to still adhere to the one page move list.
Would love to know what you guys think.
Thanks to +Matt Smith, +James Etheridge, and +Tim Franzke for their constructive feedback.
I already realize that – a “moment” – should be replaced by simply moment. But that’s just syntax that I will fix.
Cool to see the different approaches you have taken to some of the same kinds of “story beats.” I especially like A Slightly Less Perilous Journey and A Much More Interesting Journey. Nice in-fiction upgrades on the standard move, without having to add a bunch of bonuses. One of the interesting things about writing a class like this is finding places where just giving more information and more opportunities can provide a meaningful benefit.
I also think that 7-9 option on Road Less Traveled is quite cool. I like that you can get the bonus if you deal with the difficulty, or you can accept a penalty and not face the difficulty.
Moment in Time… a move that feeds on rations!? ^_____^
Blood of the damed. By using the blood or body part of a slay evil creature you can see there plans from their pov. Side effect is you on a fail will be knocked out. On a success you gain soke knowleage. On a extreme success you channel that being.
Andrea Parducci i know, a bit different. I wanted a way to replenish the move resource on a regular basis without using only moment. This way the player runs out of the resource and will have to forage or renew it in town. i feel like i never use rations in games anyways, so put them to use!
What abut using gold. You complete a task get paid and the spend the money on things you need to reset movements?
Not bad, but I wanted to use something that could be replenished in the wild as well, such as foraging for food/rations.
I’m not very sold on the moves without ruling to “manage” the fiction, ie Tell Fortune. How can you manage player tell another one “You’ll die today, I see it”. Also, just telling “I see great gold coming your way” could be tricky, even with a murky result. Dunno.
I agree with that move in particular. I think that it could use a bit more meat to it.
Update to the playbook. I think I am about 95% happy with it as it stands, so feel free to use it!
https://drive.google.com/file/d/0B99hPl0o50Y8a1BDanpneGVfblk/edit?usp=sharing
So looking back at the ration use, I’m not quite satisfied with it, but I am not sure what else I could use to replenish those debilitations. Any ideas? I would want something that takes effort to collect, but not so difficult as to make the move a burden to use.
Maybe make the debilities apply “until you get a few hours of sleep”? That would make it sort of a once-a-day, or once-per-camp, effect. I guess the drawbacks would be 1) it enforces a pace on the use of the move that rations don’t, and 2) it removes the cost in coin.
About Moment in Time: what made you want it to be a move that grants hold? The pick-from-a-list-of-buffs structure of it reminds me of the Bard and Arcane Art, where you have to risk a roll every time you want an effect. Did you consider that as a model?
Yea, i was picturing the move as such that as when you’re able to see the near future, you see various things happening at once. I don’t want it to be a roll where the player has to say, “ok, but before he does that, let me roll to see if i can sense what will happen” and then aide. If you have a hold, you have seen the events happen all at the same time around you and anticipate what it is that is coming, so spending a hold, for me, is more applicable.
I like the condition idea. I was already toying with making it only one debilitation of the GM’s choosing that has to be fixed in the normal way a condition is resolved. That way each use is essentially a small penalty and you can decide how much you want to penalize yourself, although you have to get it fixed on your own time.
Made a few adjustments. New move and a change to Moment in Time – some updated wording in other moves as well.
I purchased the final playbook, but was curious about the previous iterations (as I had a player spamming Moment all session). Could you please re-share?