Does anyone have any reworked/reworded/new Basic and Special Moves, that fix problems in the ones from the book? I’m looking for things like Jeremy Strandberg’s rewrite of Parley or David Guyll’s fixed Undertake a Perilous Journey.
Does anyone have any reworked/reworded/new Basic and Special Moves, that fix problems in the ones from the book?
Does anyone have any reworked/reworded/new Basic and Special Moves, that fix problems in the ones from the book?
I’m working on my set for Stonetop, but they’re not quite ready for prime time yet. (also: sub)
There’s no problem at all with the original moves…
I reworked Help/Interfere once to allow for any stat, giving ±2/±1 on a hit. This was because my crew wasn’t relying on bonds really heavily, so it wasn’t encouraging to use. This version got used way more.
Alisson Vitório That statement is an opinion, regardless of how popular that opinion is or may be.
I also would like to know some alternative moves or reworks, having replaced bonds with flags, alignments with drives, and modifier gains with every other level. I feel like Dungeon World just keeps getting better with its ability to transform relatively easy.
Alisson Vitório To be fair, the biggest problems lie in things like UaPJ and Parley, since their wordings are redundant and don’t seem to follow the fiction. Other things like Hack and Slash are great, perfect, i’d say. I’m just wondering if anyone has come up with other ways to express the universal (AKA Basic and Special) moves
RidersOfRohan, is there any info somewhere on how to replace alignments with drives?
Pedro Pereira If you own Inverse World, a dungeon world supplement. They replaced all alignments with Drives. They act similar, but are motivations instead of outright character classifications. For example a Vengeful Drive, is a character who desires above all to deliver vengeance, typically related to background or maybe he is spiteful. To find out though (As both GM and fellow Players) You have to see his character in action. Instead of just knowing he is good or bad. How far would the character go to achieve his vengeance?. Will he hurt an innocent person or put off his vengeance til he finds another route. I like it because. Dungeon World is about openness and alignment isn’t. You cant be good alignment, but doing bad shit every session. But you can have a Heroic Drive, that your body acts when someones in danger without actually being star citizen. (Hope I helped, a Bit).
mediafire.com – Inverse World Preview Playbooks.pdf
Above is the best I can provide for free, from inverse world. As I can’t legally provide the PDF file for Inverse World unless you purchase it. Other then that preview book. The internet and a lot of playbooks have adopted drives, so its not that hard to discover or find.
RidersOfRohan, thank you! No need to provide it for free. I’ll take a look. I always hated alignments, but my approach has been to simply ignore them. I do like the idea of drives (sounds a bit like Burning Wheel or Riddle of Steel, iirc). Thank you for the info! One last question: where can I find versions of the basic playbooks incorporating drives? Are they provided in IW? Again, thank you 🙂
Pedro Pereira They have their own classes, but I know alot of Drivethrurpg dungeon world playbooks use drives. So if you want to see some more in action. You can preview the classes. Not entirely sure if Dwarfare Games or Awful Good Games use Drives (Though even if they don’t they have great quality playbooks), But I know that, the link below have alot of Dungeon World Playbooks for purchase (You can preview them). That nearly all utilize drives to which again, I fully favor over alignments.
drivethrurpg.com – DriveThruRPG.com – Liberi Gothica Games – The Largest RPG Download Store!
Thank you!
Pedro Pereira if you’re interested in using Drives for the DW classes (and some thoughts on how to write them), maybe check this out?
plus.google.com – A thread over on the Gauntlet community was asking for example Drives (as rep…
Jeremy Strandberg, thank you!
+Mark Weis (hmm, Hangouts won’t linkify that). Re: Hack and Slash – I always found the wording of the 10+ result slightly awkward. I would have preferred if it was something like this:
10+: you deal your damage to the enemy, and choose one:
* you avoid their attack.
* you deal an extra 1d6 damage.
That seems more consistent with the wording of other moves to me, and also makes it easier for moves/classes/races/whatever to add extra options to the 10+ result of a hack and slash (such as “you drive them backwards” or whatever).