Hi, guys.

Hi, guys.

Hi, guys.

I’m a first time GM about to run a Dungeon World campaign, and I’d like to get some feedback on my custom moves. In the fiction, hundreds of strange devices were constructed using powerful cursed blood. This leads them to be magical artifacts of great power at great cost. Hopefully I’ve got the risk/reward mechanics down to reinforce that idea. Obviously, these artifacts will have to be suitably powerful to offset the negatives.

Cursed Artifact:

If the player interacts with or stares at a cursed artifact, roll +Wis

On a 10+, you resist being cursed and discern the Artifact’s purpose

On a 7-9, choose one;

You resist being cursed

You discern the Artifact’s purpose

On a -6, you are cursed

Here are some example curses;

Night Terrors

Your natural sleep is pervaded by horrors, roll +Con

On a 10+, you resist the terrors and sleep soundly

On a 7-9, choose one;

You sleep soundly at a cost

Your sleep is half as effective (heal 25% of max hp instead of 50%)

On a -6, you don’t sleep at all

Sadist

One per day, you feel the need to inflict pain, roll +Wis

On a 10+, you resist the urge

On a 7-9, choose one;

You resist at a cost

You hurt yourself.

On a -6, you hurt the closest person, friend or foe

Here is an example artifact;

Sharpened Collar Bone

Hold your palm flat and whisper…

Once per day, you can ask the bone a question and it will point you in the direction of one existing answer.

Any feedback is greatly appreciated.

Cheers

10 thoughts on “Hi, guys.”

  1. Has me thinking about an “exhaustion” mechanic for DW.. something that could get worse with multiple bad nights… Start with something gentle like “-1 forward,” and let them work toward debilities in WIS, INT, DEX, CON… hee hee! 😉

  2. As a side note, I’m looking for a move that will allow players to loot and scavenge a place for food, medicine or misc items. Anything like that?

  3. When you take time to search a location, roll+Wis. On a 10+, you find a valuable clue, piece of non-obvious useful information, or item of value. On a 7–9,  the GM will offer reward at a price, such as expenditure of adventuring gear, 1d4 or 1d6 damage in cuts and scrapes, or future disadvantage.  (The player and GM should narrate how this cost occurs during the search.)  On failure, the GM’s options for the hard move include triggering a trap or other environmental hazard.  

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