I’m considering adding in another location or 2, and another monster, but don’t know if that’s necessary.

I’m considering adding in another location or 2, and another monster, but don’t know if that’s necessary.

Originally shared by Adrian Thoen

I’m considering adding in another location or 2, and another monster, but don’t know if that’s necessary. Also i’m not sure on the Death Moves. Do they seem fun and compelling?

One of the compendium classes I may make into a full fledged class for lands of the dead

One of the compendium classes I may make into a full fledged class for lands of the dead

One of the compendium classes I may make into a full fledged class for lands of the dead

Originally shared by Adrian Thoen

The Ethereal

When you have lost or abandoned your physical body, the next time you level up you may take the following move instead of a move from your class:

Ephemereal

You do not have a physical body. You can pass through physical matter, including people, but you cannot pick up physical objects.

When you have taken the above move, you may take any of the following moves instead of a move from your class when you level up:

Nine Tenths

When you attempt to possess the sleeping or unconscious body of someone or something, roll+Wis. *On a 10+, You gain total control of the body. *On a 7-9, you have to regularly struggle with your host’s consciousness to maintain control.

Poltergeist

When you attempt to move an object with your strong emotions, roll+Wis. *On a 10+, choose 1. *On a 7-9, choose 2:

You make a terrible mess.

Someone’s put in danger.

You leave ectoplasmic residue behind.

You break something.

What Dreams May Come

When you touch the minds of those grieving for their departed loved ones, roll+Wis. *On a 10+, choose 1 now, and hold 1 for later. *On a 7-9, choose 1. *On a miss, the GM chooses one. Spend hold, 1 for 1, on the following:

You drive them into a vengeful fervor.

You bring them peace and acceptance.

You destroy their will to live.

#wizardweek !

#wizardweek !

#wizardweek !

Lets realtalk about what is possibly my favourite move in the core play books: the wizards Ritual.

As a GM and a player, I love the “yes, but!” Or “yes, and!” The move states.

Ritual

When you draw on a place of power to create a magical effect, tell the GM what you’re trying to achieve. Ritual effects are always possible, but the GM will give you one to four of the following conditions:

• It’s going to take days/weeks/months • First you must __

• You’ll need help from __

• It will require a lot of money

• The best you can do is a lesser version, unreliable and limited • You and your allies will risk danger from __

• You’ll have to disenchant __ to do it

Ritual is perfect for creating exciting scenes as the wizard tries to focus on the magics they’re channeling and everyone else protects them or helps!

It also shows you can do anything with magic, if you can find the power and are willing to pay the price.

Who’s had amazing cool rituals in their games?

Using index cards with room/danger descriptions and GM Moves written on them as a random dungeon generator.

Using index cards with room/danger descriptions and GM Moves written on them as a random dungeon generator.

Originally shared by Adrian Thoen

Using index cards with room/danger descriptions and GM Moves written on them as a random dungeon generator. Write a whole bunch out in preparation, and then when players move into a new area, flip a card to reveal the next room!

The idea is stolen from the upcoming +inverse world book by Jacob Randolph and Brandon Schmelz

On the cards:

Burning Chasm

Molten rock flows through fissures down into the river of lava at the bottom of the chasm. Thick, black smoke rises from the molten river below to choke those that attempt to cross the chasm.

Instinct: to burn them

-Halt them with a wide gap.

-Endanger them with molten lava.

-Choke and blind them with black smoke.

Crumbling Cave

The cave’s walls and ceiling shudder and rain pebbles & stones with alarming regularity. Darkness extends beyond the light of your party, and you can hear echoes of rustling movement out in the darkness…

Instinct: to suffocate and crush in darkness

-Rumble and rain pebbles ominously.

-Separate them or endanger them with a cave in.

-Spew forth your inhabitants.

-Extinguish their light.

Using index cards with room/danger descriptions and GM Moves written on them as a random dungeon generator.

Using index cards with room/danger descriptions and GM Moves written on them as a random dungeon generator.

Originally shared by Adrian Thoen

Using index cards with room/danger descriptions and GM Moves written on them as a random dungeon generator. Write a whole bunch out in preparation, and then when players move into a new area, flip a card to reveal the next room!

The idea is stolen from the upcoming +inverse world book by Jacob Randolph and Brandon Schmelz

On the cards:

Burning Chasm

Molten rock flows through fissures down into the river of lava at the bottom of the chasm. Thick, black smoke rises from the molten river below to choke those that attempt to cross the chasm.

Instinct: to burn them

-Halt them with a wide gap.

-Endanger them with molten lava.

-Choke and blind them with black smoke.

Crumbling Cave

The cave’s walls and ceiling shudder and rain pebbles & stones with alarming regularity. Darkness extends beyond the light of your party, and you can hear echoes of rustling movement out in the darkness…

Instinct: to suffocate and crush in darkness

-Rumble and rain pebbles ominously.

-Separate them or endanger them with a cave in.

-Spew forth your inhabitants.

-Extinguish their light.

I’ve been thinking about rules in general, and PBTA moves in particular, in regards to the tension point, where…

I’ve been thinking about rules in general, and PBTA moves in particular, in regards to the tension point, where…

Originally shared by Adrian Thoen

I’ve been thinking about rules in general, and PBTA moves in particular, in regards to the tension point, where intent and uncertainty meet, and you reach for the dice (or other method of resolution)

Volley in dungeon world is an interesting example. Reading the breakdown of volley, it makes sense that you take aim, roll, and then make a choice on the 7-9 result about how you follow through.

Other games might have the tension point after you’ve taken the shot, but I think volley is at a point where it gives the player and GM more interesting choices about what happens.

So, do you have any examples of interesting or effective tension points for the rules or moves to intervene? Any that don’t make as much sense for you?

Inverse World Trip Report!

Inverse World Trip Report!

Originally shared by Adrian Thoen

Inverse World Trip Report!

Our regular monthly Pathfinder game was a few too many players short this evening, so instead our pathfinder GM asked if the others wanted to play Dungeon World instead. I was happy to GM, and asked if they wanted to play our regular DW game, or try something different. They were happy to try something different as a one-shot, so we looked through the Inverse World playbooks and a few others.

While I hunted down the Inverse World introductory text, the players created a Survivor named Roland, a Mechanic named Kellor, and a Treekin Giant named Eric.

The Players set bonds, and I read the Inverse World Blurb and got to asking questions.

The Treekin Giants were very rare, mostly only heard of as servants of nature in history, The Mechanic had a patchwork suit cobbled together from bits of ancient technology and his own inventions and the Survivor’s island had turned on itself, society devolving into chaos.

I asked they group “You’re all running away from some very angry villagers. What did you do to make them so angry?” The Mechanic was responsible for selling his dangerous and faulty inventions to the villagers, the survivor reminded them of something terrible, and the giant accidentally broke their sacred monument.

After a perilous run through a crevasse with rockfalls, the trio managed to hijack a skyship and escape the island, leaving the ship’s captain and most of the crew behind. After some discussion, the trio bribed the 3 remaining crew with wealth and a magical item take them to Irongate, a nearby Island City.

 Along the way, in the shadow of an island far below and through thick mists, sky pirates attacked from above, and were swiftly slaughtered by the Trio. After some further discussion, the plan to go to Irongate was abandoned, in favor of interrogating the location of the pirate’s hideout from some surviving attackers, so the Trio could loot the pirate treasure, and perhaps steal a ship for themselves!

They gained some information about the hideout, that it was in an island that had ‘flipped’ centuries ago, plunging the forest into darkness and killing it, and dropping the town and it’s citizens down into Sola. There was a narrow cave on the underside that lead to a cavern where the pirates had their own little town. The also were told that the pirate captain was both less and more than human.

The Trio hatched a plan for Eric the treekin to magically grow a path of trees on the underside of the island to make a walkway so they could sneak in, and the made it with a few close calls. During the infiltration of the cavern, the Survivor was doused in flammable alcohol, the Mechanic showed a proficiency for sneaking and starting fires, and the treekin a habit of jumping into the town center, and sending his carnivorous ambulatory luggage after terrified pirates. The rum-soaked Survivor was set on fire. a lot. And then had a building dropped on him. And then hit by a giant water barrell. A lot of this was thanks to the Mechanic.

After setting the town of fire, the Trio had sufficient distraction to find the Captain’s manor and break in. Breaking in consisted of the Treekin smashing the door and most of the doorway into oblivion. As Eric entered, I described that the door and the furniture inside seemed too big for a normal person – and it turned out the Pirate Captain was a giant stone Jaguar Golem, that cold-cocked the treekin in the back of it’s trunk.

A brutal fight broke out, and was finished after some savage blows when all three of the Trio hit the Jaguar at once, obliterating it and taking damage when exploded.

They then found the secret entrance to the Captain’s Stash, navigated a few traps, and made off with an impressive haul.

They escaped the burning town and stole the largest, finest ship, rendezvoused with the sailors and the other ship, gave them some treasure and a sapling from the Treekin, and went to IronGate to get some answers about the strange artifacts they found in the Captain’s treasure.

They now have an adventure to steal some sacred books, buy the help of a famous bard, and get a disgraced Lantern to help them bring Tree Life to the worldcrust. 

Inverse World Trip Report!

Inverse World Trip Report!

Originally shared by Adrian Thoen

Inverse World Trip Report!

Our regular monthly Pathfinder game was a few too many players short this evening, so instead our pathfinder GM asked if the others wanted to play Dungeon World instead. I was happy to GM, and asked if they wanted to play our regular DW game, or try something different. They were happy to try something different as a one-shot, so we looked through the Inverse World playbooks and a few others.

While I hunted down the Inverse World introductory text, the players created a Survivor named Roland, a Mechanic named Kellor, and a Treekin Giant named Eric.

The Players set bonds, and I read the Inverse World Blurb and got to asking questions.

The Treekin Giants were very rare, mostly only heard of as servants of nature in history, The Mechanic had a patchwork suit cobbled together from bits of ancient technology and his own inventions and the Survivor’s island had turned on itself, society devolving into chaos.

I asked they group “You’re all running away from some very angry villagers. What did you do to make them so angry?” The Mechanic was responsible for selling his dangerous and faulty inventions to the villagers, the survivor reminded them of something terrible, and the giant accidentally broke their sacred monument.

After a perilous run through a crevasse with rockfalls, the trio managed to hijack a skyship and escape the island, leaving the ship’s captain and most of the crew behind. After some discussion, the trio bribed the 3 remaining crew with wealth and a magical item take them to Irongate, a nearby Island City.

 Along the way, in the shadow of an island far below and through thick mists, sky pirates attacked from above, and were swiftly slaughtered by the Trio. After some further discussion, the plan to go to Irongate was abandoned, in favor of interrogating the location of the pirate’s hideout from some surviving attackers, so the Trio could loot the pirate treasure, and perhaps steal a ship for themselves!

They gained some information about the hideout, that it was in an island that had ‘flipped’ centuries ago, plunging the forest into darkness and killing it, and dropping the town and it’s citizens down into Sola. There was a narrow cave on the underside that lead to a cavern where the pirates had their own little town. The also were told that the pirate captain was both less and more than human.

The Trio hatched a plan for Eric the treekin to magically grow a path of trees on the underside of the island to make a walkway so they could sneak in, and the made it with a few close calls. During the infiltration of the cavern, the Survivor was doused in flammable alcohol, the Mechanic showed a proficiency for sneaking and starting fires, and the treekin a habit of jumping into the town center, and sending his carnivorous ambulatory luggage after terrified pirates. The rum-soaked Survivor was set on fire. a lot. And then had a building dropped on him. And then hit by a giant water barrell. A lot of this was thanks to the Mechanic.

After setting the town of fire, the Trio had sufficient distraction to find the Captain’s manor and break in. Breaking in consisted of the Treekin smashing the door and most of the doorway into oblivion. As Eric entered, I described that the door and the furniture inside seemed too big for a normal person – and it turned out the Pirate Captain was a giant stone Jaguar Golem, that cold-cocked the treekin in the back of it’s trunk.

A brutal fight broke out, and was finished after some savage blows when all three of the Trio hit the Jaguar at once, obliterating it and taking damage when exploded.

They then found the secret entrance to the Captain’s Stash, navigated a few traps, and made off with an impressive haul.

They escaped the burning town and stole the largest, finest ship, rendezvoused with the sailors and the other ship, gave them some treasure and a sapling from the Treekin, and went to IronGate to get some answers about the strange artifacts they found in the Captain’s treasure.

They now have an adventure to steal some sacred books, buy the help of a famous bard, and get a disgraced Lantern to help them bring Tree Life to the worldcrust. 

I like the Basic and Advanced move sheet at the start of, and the GM reference sheet at the end of the Dungeon World…

I like the Basic and Advanced move sheet at the start of, and the GM reference sheet at the end of the Dungeon World…

Originally shared by Adrian Thoen

I like the Basic and Advanced move sheet at the start of, and the GM reference sheet at the end of the Dungeon World original playbooks, but I wanted a few more reference sheets for tags, gear, and other useful stuff. I grabbed some text from Jeremy Friesen ‘s  really nice DW Campaign Playbook, formatted it in the DW style, and made a 6 page reference document.

Jeremy Friesen ‘s original Campaign Playbook:

https://plus.google.com/u/0/112258979021033246325/posts/Zv19cVz8uMb