I am looking for a custome move to manage in a fun and entertaining way the invocation of a demon. Any good move out there?
Iam looking for something along the line of “When you invoke the Devil, roll 2D6+CHA and…”
I am looking for a custome move to manage in a fun and entertaining way the invocation of a demon.
I am looking for a custome move to manage in a fun and entertaining way the invocation of a demon. Any good move out there?
Iam looking for something along the line of “When you invoke the Devil, roll 2D6+CHA and…”
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Well, I need to know at least two things before I can start suggesting moves:
1) What kind of demon is it?
2) Why is the character summoning it?
With fiction being so important in Dungeon World, I find that is the best place to start when making custom moves.
In my fiction, “magic” stems from the demons.
Each demon rules over a domain (the wolves, the wind, fire, water, winter, anger…etc). By entering into a pact with a demon, the sorcerer gains mastery over a domain which will enable him or her to manipulate it because I am using a freeform magic system.
Your first domain is what you get in exchange of your soul. You can gain mastery on other demon if you successfully invoke your demon and convince him to grant you access to the domain (ie. You basically agree to do him a favour in exchange of your new powers).
The demon the sorcerer worship is actually created by the player at the character creation via a set of questions and answers.
DM: Who did you sold your soul to?
Player: Asmodeus
DM: What are Asmodeus 3 demonic titles?
Player: Asmodeus is the Overlord of the Fiery Abyss, He is the wielder of the Whip of Agony, He is the holder of the High Key of Hell. Blessed be his name!
DM: From what you tell me, I see 3 domains associated with Asmodeus: The Void (the Abyss), Pain (The Whip), Doors (The High Key). Agreed?
Player: Pretty much.
DM: For which domain mastery did you sell your immortal soul for?
Player: Door… I think getting mastery over all things Door related is great advantage. I can open and close all doors, create portals… etc.
DM: Based on his title, what are Asmodeus 3 guiding principles?
Player: … the Abyss…mmmm… I know:” In the end, they will all fall!”. I am here to make people or things fall for the greater glory of Asmodeus. Whether it is a single individual from a roof top or an whole empire in anarchy.
DM: and then?
Player:… Pain… mmm… I know “ Pain is pleasure”… I am here to spread pain around because pain is your friend.
DM and then?
Player:… Door…mmm… I know “ All doors must be opened”… This is both physical (I cannot stand not being allowed into a place) but also metaphysical in the sense that all things must be experienced. I am basically a thrill seeker
DM: So to summarise, the proper worship of Asmodeus requires you to be a subversive masochistic daredevil?
Player: That sums it up nicely.
I am thinking about something along the line of:
When you summon your Patron after having followed the right ritual and done the right sacrifice, roll 2D6+CHA. On 10+: Choose 3. On 7-9: Choose 2. On 6-: Choose 1 amongst:
– Your Patron appears
– Your Patron is not crossed with you
– You do not end with more than you bargained for (GM will tell you)
That’s a preliminary thought. Please, feel free to add/comment/ammend.
A couple of things. First, I’m still not really sure what the purpose of the demon-summoning custom move is meant to do, Julien Tabulazero. Is summoning demons how people cast magic in your setting, or is the demon summoned for another purpose? I’m not really clear on this.
Second, what you’ve described sounds like a hack rather than a custom move. There seem to be a lot of different things going on in that example, and I don’t think it can be compressed into a single move. It would probably be several moves.
Lastly, while I agree with Dave Fried’s general advice, I think it is poor design to allow the player to pick the entire list. For example, having a list of only three elements and telling the player to choose three on a 10+ seems weird. Also, allowing the player to choose one element, even on a miss, is a very easy move. If you’re dealing with dangerous demons, the move should never be safe. I would change the move to this:
When you perform the ritual to summon your Patron, They appear. Give them a command or a task, and roll 2D6+CHA. On 10+, choose 2. On 7-9, choose 1:
– Your Patron doesn’t twist the wording of your orders in their favor;
– Your Patron doesn’t delay, hesitate, or stall before following your orders;
– Your Patron doesn’t require a sacrifice or favor from you before following your orders.
Basically the player has to choose between speed, safety, or cost. The most they can get is two of the three. If you want the summoning to be quick and safe, it costs you something. If you want it to be free and safe, it’ll take a while to happen. If you want it to be fast and free, then it’s not safe. Choices should be hard choices. Don’t make an option that is a “must take” option, and don’t ever give them everything they want.