In preparation for a “spooky” DW game tomorrow, I’m building a custom 0-level playbook based on “The Commoner”.

In preparation for a “spooky” DW game tomorrow, I’m building a custom 0-level playbook based on “The Commoner”.

In preparation for a “spooky” DW game tomorrow, I’m building a custom 0-level playbook based on “The Commoner”. I decided to expand on the “Cower” move as follows, and would love your thoughts.

Original:

Cower

When you drop any weapons you hold and beg for

mercy, opponents ignore you in favor of other targets.

NEW: (edited)

Cower

When you drop any weapons you hold and beg for mercy from an intelligent opponent, Roll + Str.

On a 10+, your opponent recognizes the threat you still pose, and attacks without mercy.

On a 7-9, your opponent will spare you, but with a cost…

On a 6-, your opponent ignores you in favor of other targets. Do not mark XP.

It’s a flip of the stat usage, with the intention that it’s easier for a weaker character to appear non-threatening.

11 thoughts on “In preparation for a “spooky” DW game tomorrow, I’m building a custom 0-level playbook based on “The Commoner”.”

  1. By that logic it seems like you should get the xp on a 10+ for failing to be a coward. I mean at its heart this is basically Defy Danger flipped on its head, so…

  2. James Etheridge Perhaps it’s a reworded Defy Danger, perhaps it could have been a Cha roll or even drifted into Parley, but I like what it is, and I don’t want it to give XP for failing or succeeding to be a coward in that manner. Should the PC try to retreat, though…

  3. Getting the xp still seems like the way to go. You’re already going against most players’ instinct (to play heroic, competent characters). The double win of a hit and xp would at least make me more likely to use it.

    The Take A Powerful Blow move in Masks is set up similarly and gives you the xp on a “miss” too.

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