Hi guys. I’ve been doing a lot of dungeon world development recently. One of my projects I just started on is a whimsical Kender class, my design goal is to make it mischievous and fun for the player, but not too aggravating for his companions. In other words, a comic relief character who always has some stolen item in his pack to take care of the job. Here’s my first draft for his pack starting move:
EDIT:
Pack of Knick-Knacks
You have a pack of ‘Knick-Knacks’ you have acquired and filled as a result of your kleptomaniac tendencies. When you go to take an item from you pack of knick-knacks right after replenishing its contents, take hold equal to the remaining weight between your current encumbrance and your maximum load. When you take an item from this pack, you and the other players roll a d6 for each companion you traveled with last. The highest number (after tiebreaker rolls) is who the stolen item is from. The player who controls that character chooses 3 items you could have stolen and you choose one of them to pull from your pack, spending as many hold as its weight. Players may also choose to give you uses of adventuring gear and other similar items or even your rations. You can regain all your hold only after you have had 2 weeks of traveling with companions or you visit a busy city for at least a day.
A little convoluted, so here’s my revised version.
Pack of Knick-Knacks
You have a pack of ‘Knick-Knacks’ you have acquired and filled as a result of your kleptomaniac tendencies. When you go to take an item from you pack of knick-knacks right after replenishing its contents, take hold equal to the remaining weight between your current encumbrance and your maximum load. When you take an item from this pack, roll a d6, asigning each companion you traveled with last to a number. Then number (after tiebreaker rolls) closest to the die’s result is who the stolen item is from. The player who controls that character chooses 3 items you could have stolen and you choose one of them to pull from your pack, spending as many hold as its weight by doing so. Players may also choose to give you uses of adventuring gear and other similar items or even your rations(all your rations count as one item, each use counts as 1 item also). You can regain all your hold only after you have had 2 weeks of traveling with companions or you visit a busy city for at least a day.
That’s the main part of the class.My other moves have to do with acting innocent, defying fear with curiosity, stealing non-maliciously when people’s backs are turned, and resisting your kleptomaniac urges at times when you value your survival more than your plunder.
Anyways, I’d love to get some feedback on this. Hope to hear from you soon 🙂
I like the thought behind it but there really is too much going on.
In DW, I like how even secrets are never secrets. Players usually know everything that is a “secret” in the game but the characters themselves don’t know. I’m also not sure why the encumbrance really matters here.
What if the pack work in such a way:
When you reach into your pack to retrieve one of your stolen objects that you need now, roll+something. On a 10+, name the person you took it from and what it is. On a 7-9, name who you stole from but the player will tell you what it is. On a miss, you either don’t understand the danger within this or wish you hadn’t stolen this in the first place.
The GM may or may not still ask you to Defy Danger when using it to keep the player from recognizing the object as stolen from them.
I would anticipate that some very interesting choices would be made here. You have the power, on a good roll, to pull something important and valuable from another player and on a 7-9, the other player gets to have some fun and add a fictional element to the move.
Just an alternate viewpoint! I like the overall mischief.
Interesting. I like your narrative viewpoint and your alternate move, however I do think not exceeding maximum load with stolen items is very important. Your move helps cover that with an object that you need immediately, however even if you need it right then, it’ll just go back into your stuff and player’s can put stolen items right back into their inventories. I’m also trying to stress a lightly-equipped traveler, so I think I will set the load low and stress the point that you cannot have stolen an item that tips you over your maximum load. Additionally, as the D&D Kender is notorious for starting fights at the gametable (in and out of character) I would prefer to have the GM select either the object in question or who he stole it from, as he has the responsibility of adding adversity and making things interesting anyways. So this is my revised move in response:
‘You have a mysteriously light pack of ‘Knick-Knacks’ you have acquired and filled as a result of your kleptomaniac tendencies. No matter how much you place or remove from inside, this pack always has a weight of 2(1?) and can hold much more than it would appear to be able to. When you reach into your pack of Knick-Knacks to retrieve one of your stolen objects, roll+DEX. On a 10+, name the person you took it from and the GM will tell you what it is or vice versa, your choice. On a 7-9, you also recall some complication arising from stealing that item. On a miss, your pack is empty and must be refilled before you can use it again by travelling 3 days with two or more companions, or staying in a busy city overnight. If the GM deems it is of monetary value, it is worth 1d6 coin if sold.’
Making the ‘sellable value’ option an advanced move would clean it up nicely as well. I’m also just considering removing the Defy Danger option. Let Kender be a wild card that keeps his companions dumbfounded, his enemies confused and his pockets fat.
Any other ideas to simplify it? I could just put a blurb on the properties of a ‘Pack of Knick Knacks’ in the gear section and that would help also.
More Kender recources to come.
Allen F Those moves are much more elegant than mine. Did you make them?
I may just steal them with a few tweaks.