Is anybody doing a a spell conversion from D&D to DW? I know there a monster conversion thing going down.
Is anybody doing a a spell conversion from D&D to DW? I know there a monster conversion thing going down.
Is anybody doing a a spell conversion from D&D to DW? I know there a monster conversion thing going down.
I started a few, but I had issues with determining 7-9 results. If I find anything, I’ll let you know.
John Payne, isn’t the 7-9 result already determined when you Cast a Spell?
Maria Rivera I meant that when converting a spell from D&D (in my case, B/X or 1e D&D), I sometimes don’t know what to write as the 7 to 9 result.
For example, using any of the Bigby spells, a roll of 10+ means that the spell works, but it takes a bit of work to finish out the “yes but” result for invoking a giant disembodied hand. After a few spells, I decided I would only do spells for NPCs on an as-needed basis.
John Payne My point is that the move Cast a Spell has the mechanics of what happens on a 7-9 already. If you’re trying to make moves for each individual spell, that’s a different story.
Maria Rivera yes I am trying to makes moves for each spell
Alrighty then.
That seems overly complicated. Writing DW spells is hard enough as it is…
I was just thinking: what spells do we have that we would want that aren’t in class warfare or the base spell lists?
I mean there’s plenty of possibilities, but I’ve always like the idea of stone skin and the ilk. A lot of the spells( at least low-level) in D&D can be accomplished with similar or identical effect with current DW spells.
I spent about an hour trolling through all my Bundle of Holding magic supplements looking for spells that might work well in DW. Didn’t get many. There’s a heavy ‘damage’ focus which is already covered by the standard kit and a bunch of mechanics-specific things that don’t apply.
Perhaps more useful might be a general list of magical 7-9 side effects that can be referenced if the GM and player run out of ideas?
Michael Barry Great idea!
John Payne and others, RPG Alchemy’s Hard Moves & GM Intrusions — Magical Mishaps
http://www.rpgalchemy.com/hard-moves-gm-intrusions-part-3-magical-mishaps/ was intended to provide ideas for when magical things go wrong.
Other parts of the series have further ideas for combat, etc and should also be useful for inspiration.
As in all things: be awesome.
Seems to me that you can work with your players. If they want a D&D spell, let them create the moves. Or collaborate.