One of the most common concerns I hear about DW is that with only 10 levels, the game doesn’t feel built for a long campaign. I put this together as an answer to this concern.
https://drive.google.com/file/d/0BwbHes6iNuGrUzhTSHFOa0lWdFk/view?usp=sharing
I haven’t read this yet, but consider this a preemptive bravo for thinking about longer campaigns.
I’d make the stat alteration optional…don’t force them to reduce a stat if they don’t want to.
It is optional. It’s one of the three choices. o.o
Peter J A hearty yoink!
As in I’m going to use this at my table…
I really like the idea of unlocking 12+ moves
Looks good – especially like that the legendary moves are for 12+ results.
Steampunk World also has the ‘replace a move’ option for full developed characters, but cant swap out moves that are requirements for other moves you have.
Legendary Magic causing the spell effect to work even on a miss means the caster’s magic always works – this is both extraordinarily powerful and limits the fictional options when failing a magic casting.
Probably better to just go with the 12+ effect for this move, and give the fiction free rein on a miss.
Chuck Durfee Thanks! There’s a few *world games that have advanced basic moves like these.
Michael D On a 12+ the spell still works, but the GM can also add in whatever complications they like. The spell can still be forgotten or attract unwanted attention. Maybe treat a miss as a 7-9?
Peter J imho, the 12+ effects for Legendary Magic seem good enough on their own.
The move is comparable to the move Greater Empower, it just doesn’t have the pre-req or the option to choose an extra effect on a 10-11 by picking a cost from Cast a Spell’s 7-9 list.
How about this instead:
When you cast a spell, on a 12+ the spell succeeds beyond expectation. Any effects are maximized or otherwise perform better than expected.
Peter J I like that 🙂
I am working on something similar and also tried to modify the Basic moves. I had more Ideas like getting them really rich (heritage or similar) so they can get to capital more easily or giving them the Option to get Noble or own a Magic tower or similar Object (Ship ect.)
Maybe even epic Spells as specific moves for Spellcasters?
Or Epic Attribute-Moves? (i can throw a huge Bolder once per session?)
Class-Specific improvements would also be possible. I dont think you have to restrict yourself to just the basic moves.