Dungeon World Playbook: The Prophet

Dungeon World Playbook: The Prophet

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. 

15 thoughts on “Dungeon World Playbook: The Prophet”

  1. 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.

  2. 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.

  3. 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!

  4. 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.

  5. 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.

  6. 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?

  7. 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.

  8. 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?

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