In the distance looms the Black Gate, an obsidian monolith, severe black against the rainbow cosmos of the night sky. The craggy hills leading up to it are bathed in cool, forgiving moonlight, while the Gate stands in sharp, unforgiving judgment.
Through it’s razor maw, a different landscape burns in black smoke and red hot burning rocks. A blasted wasteland filled with misery and desperation.
Shadowy transparent figures make their way up the one thousand and nine steps of fate to the yawning gate into the Great Beyond, where the Guardian awaits.
a quick sketch of the Black Gate from +Dungeon World. I may use this as a basis for the cover of Lands of the Dead.
In a play by post game, the Druid, played by Jay Haase had some unlucky rolls transforming from a bear to a falcon. It all went wrong, so I gave him 3 hold, but he couldn’t shapeshift again until he spent it, and the moves he had to spend it on were:
A Spellslinger’s wand is their primary identifying feature. How did you come to create your wand? What is it made of that makes it so powerful, and what ties it to you, and you alone? Instead of crafting it yourself, did you acquire or inherit it some other way?
This is your wand. There are many like it, but this one is yours. You have crafted it, and shed your blood on it, bonding it to you.
Choose the material Your Wand is crafted from:
Ash wood, Elm wood, Cherry wood, Mahogany, Ivory, Willow, Crystal
Through the week, I’ll be discussing inspirations for the class, some of the iterations it went through that didn’t work, and possible applications for the moves. I’ll also be asking what the spellslinger represents and does in other people’s games.
Kasper Brohus Allerslev recently made a cool post talking about prep and premises for one shot adventures.
Kasper Brohus Allerslev recently made a cool post talking about prep and premises for one shot adventures. Premises are a great way to help the players know what the game’s going to be about and make suitable characters. It also sets a goal to direct play towards, making it more possible for you to wrap up an adventure in one session.
So let’s have a thread with some cool premises for starting in media res and establishing what your one shot is going to be about.
You’ve managed to sneak into the forbidden temple unnoticed, past the cultists and creatures that make it home. You’ve stolen the unholy artifact, and the alarm has sounded! now you have to fight your way out!
ask at least one of these questions, then start playing!
-What did you sneak in to steal?
-Why are you stealing the Artifact?
-What do the cultists worship, and how is it linked to the artifact?
In the weeks between Tim Franzke ‘s excellent class weeks for the core DW classes, I’ve volunteered to run class…
In the weeks between Tim Franzke ‘s excellent class weeks for the core DW classes, I’ve volunteered to run class weeks for third party playbooks, starting with the ones I’ve created, and then moving to other popular and widely available 3PPs.
My question to the community: which 3PP do you want to have a week of discussion and new content about first? Check out the freely available Google Docs below, and vote for either one class or order the classes in preference in a reply!
I’m working on Lands of the Dead some more, specifically the player facing content of custom moves, compendium…
Originally shared by Adrian Thoen
I’m working on Lands of the Dead some more, specifically the player facing content of custom moves, compendium classes, and the prospect of turning them into full classes. All of the moves I have so far can found at the bottom of the document, but do people think these classes sound interesting? I’m still figuring out if the concepts have enough legs for 26 stand alone moves.
Most folk don’t know how thin the veil is between this world and the next. If your average farmer, peddler, or innkeeper knew how often the Dead caused misfortune for the Living, none of them would sleep soundly again. It is your responsibility, your duty to make sure the Dead stay on their side of the Veil, either by helping the lost find their way, or sending the more recalcitrant spirits back where they belong.
There is power in sacrifice and dark rituals, and that power is yours. With your rituals and rites, you can perform incredible feats and change the fates of those around you. Sometimes, your rituals demand a price that cannot be paid by you alone, and others must be sacrificed. Whatever the cost for your power, you know you are perpetually at risk of losing your soul.
You are defined by your lack of physical definition. While others are part of the tactile world, a world of warmth and touch, the physical is beyond you, but you are beyond it! Freed from the shackles of matter and form, you can go others cannot, see what others cannot, and achieve what others can only dream of.
There and Back again. You have been to the other side of Death, and you have seen what eternity has in store for some. You have come back to life, but the experience has left you scarred, and gifted. Will you be able to leave your experience behind? Or will you continue to stride forward, looking into the dark that others turn away from?