Another month has passed, so once again I’m doing prep for my group’s upcoming DW session, and once again I’d like…

Another month has passed, so once again I’m doing prep for my group’s upcoming DW session, and once again I’d like…

Another month has passed, so once again I’m doing prep for my group’s upcoming DW session, and once again I’d like to ask for feedback one some things I’m wresting with.

Last session the Wizard completed a Ritual that gave him a jamming device for the particular kind of magic our baddies use. He specified it was to be a passive device, and I said that’s fine, but stipulated (as per the Ritual conditions) that it would be an unreliable/limited device.

I am thinking of using a custom Move to implement this limitation. Something along the lines of:

When you move the jammer within a 10m radius of one or more biomagical sources, roll +CON. On a 10+ the biomagic will be nullified and either have no effect or stop working. On a 7-9 the jamming is also successful, but choose one of:

– the source of the jamming will be revealed

– there will be an unexpected magical interference effect

– other kinds of magic will also be jammed

With this move I am just trying to use the jammer as a way of moving the story forwards in hopefully interesting ways. The CON roll is because I am thinking of telling the wizard the jamming affect requires him to ‘power’ it, so his general health will influence how well the jammer works.

Is this any good? Would you handle it differently?

4 thoughts on “Another month has passed, so once again I’m doing prep for my group’s upcoming DW session, and once again I’d like…”

  1. I assume that 10m is meters, not miles, right? Otherwise yes, it’s a solid move. The 7-9 choices are particularly good. Maybe add a 12+ condition? Like the jammer infects the source with a biomagical contagion that incrementally destroys the source’s ability to produce the magic at all?

  2. Ray Otus Yes, meters. GM of the European persuasion here. 🙂

    Your 12+ option is possibly a bit too powerful, because it would mean that with one lucky throw they could nix the entire Impending Doom of the campaign Front, since that is all biomagic-related…

  3. Your call on that. I feel like playing DW means never having to protect your story line. The plague could act slowly/be infectious. So not all the bad magic is taken out at once but now the bad guys are super motivated by revenge and throw all their remaining good resources at the party at once – trying to protect an untainted strain or something.

  4. The only thing I didn’t like about it is that you use an exact number for the radius. I would use one of the range tags the game uses, something like “if you move within a radius of a reach weapon…” for example.

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