So here’s something I was thinking about playing around with in Dungeon World, as a way to facilitate…

So here’s something I was thinking about playing around with in Dungeon World, as a way to facilitate…

So here’s something I was thinking about playing around with in Dungeon World, as a way to facilitate player-generated story elements. It’s similar to the love letter concept, but takes the idea even further into middle school territory.

Dear Thief,

In the last session, you got the opportunity to lift something valuable, but someone would have noticed. Did you? Check one.

() Yes

() No

Last weekend I ran the first session of my new Dungeon World campaign.

Last weekend I ran the first session of my new Dungeon World campaign.

Last weekend I ran the first session of my new Dungeon World campaign. We did some group world creation; I asked each player at the table for one thing they wanted to see in the game. The dwarves of the world have been savaged by some sort of deadly plague that only affects them when they’re under open sky; they’ve retreated into their mountain homes and nobody’s seen them in decades. Humans are the dominant race, but they’re incapable of performing much in the way of arcane magic. Human wizards of any real power are unheard of, though that wasn’t always the case. A long time ago there was a human wizard named Hazan-Khael, but he’s been dead a long time and nobody remembers much about him except that he was a Bad Dude. Coal power is the new thing these days; smiths use it, farmers use it, everybody who can uses it because it makes life easier (even if it also pollutes the hell out of the environment at the rates at which it’s being used).

I’ve got four PCs in the group. There’s Frey, the human druid of the swamps. He’s a bit of an eco-terrorist and hates that people use so much coal. He wants to convince people to go back to more natural forms of sustaining themselves but he’s a bit of a blunt instrument when it comes to convincing people of things. Ragothiir is an elven Marshal (a class I designed) with a loyal follower named Bromir who follows him because everybody thinks that he defeated a great warrior and bandit named Marc the Merciless. Problem is he didn’t; everyone just thinks he did. Emory is an elven ranger raised by humans with an owl named Snap. He’d like nothing more than to befriend a gryphon, and he’s heard that there’s an organization that raises and trains them somewhere in the world. He also grew up in the same neighborhood as the party’s human Thief, Telly, and has some incriminating information about him. Telly is a con man, a huckster who peddles phony cures and magic items. His favorite trick is getting everybody good and drunk with a keg of ale mixed with goldenroot, then selling them “druid insurance”.

Since that’s already a pretty long post I’ll leave it there for now, and talk about what actually happened later.

Something I made for one of my players.

Something I made for one of my players.

Something I made for one of my players.

The Charlatan

When you con someone, profit from it, and get away with it, you can take the following move the next time you gain a level.

Flim-Flam Artist

When you confuse someone with nonsense, misdirection, or fast talk, roll +CHA. On a 10+, you choose one. On a 7-9, choose one anyway but they’re going to get suspicious pretty quickly.

• They don’t get in your way.

• They do something for you.

When you have Flim-Flam Artist, the following moves count as class moves for you.

Cold Read

When you read a person, roll +CHA. On a 10+, ask three questions from the list below. On a 7-9, ask one. Take +1 forward when acting on the information. On a 6- ask one anyway, but the GM will tell you something that isn’t true; mark XP if you follow through on it anyway.

• What do you want?

• How can I get you to _____?

• What are you afraid of?

• Are you hiding something?

• What weakness or flaw can I exploit?

Counterfeiter 

When you make something that looks important or valuable but isn’t, roll +CHA. On a 10+, it looks important or valuable and holds up to a close inspection. On a 7-9, it’ll hold up to a casual inspection, but someone’s going to notice something amiss sooner or later.

A Different Name in Every City

When you enter a settlement where you’ve used an alias in the past (your call), roll +CHA. On a 10+, your cover is intact and you’ve got a useful reputation here. On a 7-9, your cover is intact and your reputation is pretty useful, but someone in town has figured out that you aren’t who you say you are.

I’m noodling on a compendium class based on Mythender by Ryan Macklin.

I’m noodling on a compendium class based on Mythender by Ryan Macklin.

I’m noodling on a compendium class based on Mythender by Ryan Macklin. This is going to seem super-powerful; that’s intentional. It will disrupt your game RIGHT IN THE FACE unless you’re prepared for it. Probably even if you are. It’s also not finished.

When you leave your mortality behind and choose to become a Mythender, you can take the following five moves in place of your normal advancement the next time you gain a level.

Mythic Heart

When you go into battle, roll +Myth. On a 7-9, +1 Myth. On a 10+, +2 Myth. 12+, you suffer apotheosis and become a Myth, right then and there.

Marked by Myth

You have a tell, something that marks you as a Mythender. You cannot hide this tell, and it grows more overt and obvious the more you embrace your Mythic nature.

End It

When you seek to End a Myth, roll +Myth. On a 10+, you End it. On a 7-9, you End it but cause massive collateral damage. No matter what happens, describe how badass you were when you sought to End that Myth.

More than Mortal

When you fight mortals, you kill them if you choose to. Any survivors are going to be pretty scared of you, and you gain +1 Myth.

Seek Sympathy

When you try to relate to a mortal as another mortal, roll +Myth. On a 10+, they’re terrified of you and cannot see you as anything but an all-powerful killing machine. You annihilate their free will; take -1 Myth. On a 7-9, they’re scared but willing to help; if you give them some sort of assurance and deal with them with sincerity, -1 Myth. On a 6 or lower, they’re not scared of you and accept you as another mortal; if you deal with them with sincerity, -1 Myth.

When you are a Mythender, all of the following moves count as class moves for you.

[This is where a bunch of Gift-analogs go. Don’t have the book at the moment, so I can’t write these yet.]

Some items I’m thinking about handing out to my players at some point.

Some items I’m thinking about handing out to my players at some point.

Some items I’m thinking about handing out to my players at some point.

https://docs.google.com/document/d/1VCU7RCxCZBGyB6O2_GnJrhrZgPAvibVlTeUQ9vxR6mU/pub

https://docs.google.com/document/d/1VCU7RCxCZBGyB6O2_GnJrhrZgPAvibVlTeUQ9vxR6mU/pub

Some letters I’m planning on handing out to my players.

Some letters I’m planning on handing out to my players.

Some letters I’m planning on handing out to my players.

https://docs.google.com/document/d/1fYgpUzcFKGne-WIgKsvzk5TjuwqTEzln12P7iL4cs0s/pub

https://docs.google.com/document/d/1fYgpUzcFKGne-WIgKsvzk5TjuwqTEzln12P7iL4cs0s/pub