I’ve got my players about to enter an old fortress inspired by ancient Chinese folklore and culture.

I’ve got my players about to enter an old fortress inspired by ancient Chinese folklore and culture.

I’ve got my players about to enter an old fortress inspired by ancient Chinese folklore and culture. One of the items they’ll have a chance to loot is a single-use rocket (tags: far, near if you’re crazy, loud, messy, forceful). I’ve decided to write a custom move for it, and I’d appreciate feedback.

When you light the fuse of the rocket, take careful aim and roll+INT. On a 10+, choose 3. On a 7-9, choose 2.

The rocket hits your intended target, dealing 2d6+4 to them and anyone immediately nearby.

The explosion does not damage anything useful.

The huge flames erupting from the back do not scorch you for d6+2 damage.

No one else is caught by the flying, flaming shrapnel for d6+2 damage.

Any thoughts on making it more flavorful rather than simply mechanical would be especially appreciated. Thanks!

17 thoughts on “I’ve got my players about to enter an old fortress inspired by ancient Chinese folklore and culture.”

  1. The move looks pretty good, but my first thought is that by making “deal damage” a choice, you are giving the player one less option to choose. As the player will almost always chose that option, just give it to them instead of presenting it as a choice. I would word it like this:

    When you point a rocket at a target and light the fuse, roll+INT. On a hit (7+) deal 2d6+4 damage to your target. On a 10+, choose 2, and on a 7-9, choose 1:

    The explosion does not damage anything useful.

    The flames erupting from the back do not scorch you for d6+2 damage.

    No one else is caught by the flaming shrapnel for d6+2 damage.

    Your original wording required the character to carefully aim the rocket. Unless they do that, the move won’t trigger.

  2. I think “deal b[2dx]+4” where x is their default dice, would be better. If you still need two dice, just have them roll their standard dice twice.

  3. Chris Stone-Bush Thanks for the input. You’re absolutely right about that. I think having damage be a choice was a holdover from when I had the move written as choose 3/choose 1, but after upping the 7-9 to choose 2, it makes more sense to simply deal damage.

    If they don’t carefully aim, the move doesn’t trigger because fictionally it’s going to launch into the ground or straight into the ceiling and kill them all, haha. Also the reason for it being +INT.

  4. Josh C I considered this, but with it being +INT, I wanted to change the way damage was handled so a weaker class could use it and feel just as effective. Otherwise it’s just a big damage boost that the fighter might hog to deal the most damage. I based the 2d6 on the fireball spell, then gave it a little boost with the +4, as well as the fictional area of effect where everyone nearby would take damage from the explosion (whether bad guys or PCs).

  5. Josh C Agreed. It’s been hard for me to nail down how to explain “area of effect” in Dungeon World terms rather than “10 foot radius” or something else equally boring. Leaving it open to “nearby” and hoping it’ll just work itself out in the fiction.

  6. Maybe change “dealing 2d6+4 to them and anyone immediately nearby” by adding 1d6+2 between “and” and “anyone” and changing the two provisions to “You/Your allies” don’t take damage respectively….

  7. Josh C I definitely want to keep the area of effect as full power. I want them to try to use it strategically to take out a few enemies at once. I also don’t want them to have an easy out to avoid the damage for nearby party members, since that wouldn’t be realistic in the fiction. However not a bad thought.

  8. Does Dungeon World have the “dangerous” tag? If yes, then add it to this rocket. It’s a funny tag, also it legits the GM to do nasty things to the characters who miss the roll.

  9. When I write something where the effect ripples out from a point of origination I tend to just use the weapon range tags. So for the blast decide is it everyone within hand range, close, reach? Then write it as: “The rocket hits your intended target, dealing 2d6+4 to them and everyone with close range of them.” And make close italic so it is clear it is a tag.

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