I believe it was Josh C who was talking about doing a Final Fantasy hack for DW (I don’t know why I can’t tag him…

I believe it was Josh C who was talking about doing a Final Fantasy hack for DW (I don’t know why I can’t tag him…

I believe it was Josh C who was talking about doing a Final Fantasy hack for DW (I don’t know why I can’t tag him right now). This was made for Fantasy AGE but It has a lot of great material in it. Hope it helps!

Originally shared by Wally Zielinski

Version 2 of the Final Fantasy setting is up! There’s 4 new Arcana, 3 new Specializations…. and an entirely new Class (with 4 specs of it’s own). Big ups to Gerben van Eijk for his hand in getting these things balanced, I think everything came out much beter because of your input.

Has anyone seen the History Channel series called Forged in Fire?

Has anyone seen the History Channel series called Forged in Fire?

Has anyone seen the History Channel series called Forged in Fire? If nothing else it’s a great source of information for spicing up descriptions of bkacksmithing. But it’s also a source of information about the history and use of knives and swords. Great resource for adding a little verisimilitude to the game!

I was fiddling around with Freebooters on the Frontier Spell Names list and rolled a couple interesting ones.

I was fiddling around with Freebooters on the Frontier Spell Names list and rolled a couple interesting ones.

I was fiddling around with Freebooters on the Frontier Spell Names list and rolled a couple interesting ones. I like what I’m seeing in FotF, but am really just looking for some interesting ideas for spells that my son’s DW wizard might find in a forgotten library.

Remiry’s Oozing Cosmos (3rd level?)

Describe an object that you would probably carry but don’t have with you. Multiple realities bubble and coalesce around you and the object you described oozes out of a parallel universe, landing within reach.

Hazdok’s Incredible Avarice (5th, maybe 7th?)

Objects of great value call out to you to be found. The GM will tell you the approximate distance and direction to some valuable treasure.

How can I improve these please?

What I want to talk about today is a second thing that I’ve seen in Final Fantasy XV, and is based on the way magic…

What I want to talk about today is a second thing that I’ve seen in Final Fantasy XV, and is based on the way magic…

What I want to talk about today is a second thing that I’ve seen in Final Fantasy XV, and is based on the way magic works in that game.

The intention is to create a new type of spellcaster that is (hopefully) different enough to be considered a viable option for play. Maybe what I want already exists, and I just haven’t run across it, so this may be more “Can you point me to an existing playbook” rather than “Can you help me build a playbook”.

In FFXV, Noctis “draws” elemental energy from special nodes around the world. It only has three elements: Fire, Ice, and Lighting, but I would use four: Fire, Water, Wind and Earth.

Noctis can then use Elemency to combine the energy he’s drawn in different combinations, and also ad a catalyst, which add different effects to the spell: Some catalysts cause the spell to be case multiple times for one “casting”, some add status effects like slow, poison, stop, etc., some cure the caster at the same time they damage the target.

There are skills in the Acension module that allow Noctis to draw more energy from an elemental node, make the base power of a spell more powerful, add castings to the base number generated and so on.

The drawback to this is that the only spells you can generate are attack spells (with possibly a beneficial effect for yourself thrown in).

For DW I’d want to be able to create non-combat spells as well. Combine Fire and Wind element with a green wood catalyst to make a “Smoke Screen” spell. Combine Earth and a spiral shell of some kind (snail shell, maybe) to craft a “Stair” spell, which has the effect of creating an earthen spiral staircase.

Of course you COULD also craft powerful combat spells as well.

I feel this is more robust and leads to more creativity than the Druids Elemental Mastery, and is quite different from the Awful Good Games version of Wizard.

Playbook thoughts:

Name: Spellcrafter

Starting Moves (These three at least, and possibly a couple more that seem appropriate):

Draw Elemental Power – Does not use a stat and generates hold-like elemental currency (Air, Earth etc.).

Craft a Spell – Uses the Stat (I’m thinking probably WIS), consumes the currency, crafts the spell and generates “castings”

Cast a Spell – Does not use a stat, but consumes “castings”

All of these will be affected my advanced moves (Drawing more Elemental Power at a Node, generating more powerful spells, generating more “castings”, a chance to NOT use a “casting”, etc.)

More moves would be things like “discovering Nodes that weren’t obvious”, gaining benefits when you have at least one of an element “held”: + 1 armor if you have at least one Earth held, + 1 to DD with DEX with Wind, etc.

All of this is very high level thinking, and all criticism and advice is most welcome! If it exists somewhere in a similar form and I can tweak it, AWESOME. If not, I’m going to put a lot of effort into creating my own “Spellcrafter”.

Thanks!

I’ve always been interested in Archeology from a historical perspective, but from a gaming point of view I stumble…

I’ve always been interested in Archeology from a historical perspective, but from a gaming point of view I stumble…

I’ve always been interested in Archeology from a historical perspective, but from a gaming point of view I stumble on some REALLY interesting things that I just HAVE to work into a session!

Originally shared by Ronald L

Incredible craftsmanship in old boxwood carvings.

http://themindcircle.com/16th-century-boxwood-carvings/?utm_content=buffer987ed&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer

So what I want to discuss today comes from Final Fantasy XV.

So what I want to discuss today comes from Final Fantasy XV.

So what I want to discuss today comes from Final Fantasy XV. There are actually TWO things about the game that I’m toying around with for DW. I’ll talk about the first today.

This is something that I thought I would hate, but after playing for about 30 hours it has become something a really enjoy, and I’ll tell you why at the end. Experience in FFXV works the same as it does in DW. You accrue it while you fight enemies, complete quests, etc., but you don’t apply it until you Make Camp. And it’s LITERALLY Make Camp… you go to a camping spot and set up a Coleman tent. Doing so applies your accrued XP to your total, and allows you to level.

Doing this at a campsite gives you 1X experience. But there are several spots that allow you to pay money for a better, safer, and/or more comfortable evening. You can pay 30 gil to sleep in a camper, and gain 1.2X experience. A stay in a roadside hotel will give you 1.5X experience, at a cost of 300 gil. A nice, beachside hotel with a spa costs 10,000 gil, and grants 2X experience. A place I haven’t seen in game yet (but have seen a video for) grants 3X experience, for only (ONLY!! lol) 300,000 gil. I’m sure there are more variants that I don’t know about as well.

I like this, but these numbers are obviously WAY out of sinc for DW. And with so many people talking about how quickly you level initially (after 2 sessions with my Cleric I’m one point away from level 3), I don’t know if this is even something that should be considered for DW.

BUT what I like about it so much is that there are several times when I may want to camp and rest, but I have a lot of XP and decide to keep trudging on and wait to get to one of the “good” places to camp.

For DW I’ve considered doing regular XP for camping, + 1 XP for staying on a hotel, and + 3 XP for staying in REALLY nice hotels, with a cost of some sort associated with the XP. What are your thoughts?

I have several things I’d like to discuss / get feedback on, but I don’t want to be a hog, so I’ll post one a day…

I have several things I’d like to discuss / get feedback on, but I don’t want to be a hog, so I’ll post one a day…

I have several things I’d like to discuss / get feedback on, but I don’t want to be a hog, so I’ll post one a day until I exhaust my curiosity.

Today I want to give an update. I have posted before about my son being interested in a mini-game in the form of a card game. I made a game that I thought was interesting (it was based on a deck building game called Star Realms). He thought it was cool, but lost interest because it was another game he had to learn (I was teaching him how to play DW at the same time).

So I told him I’d think about it and revamped it into a game that mimicked DW: Monsters have a stat with modifier (ex: STR + 2) and maybe two, depending on “card rarity”, and a couple moves based on the moves they have in the bestiary.

Ogre, for example, I gave STR + 2 and two moves: Destroy Something (roll + STR) to destroy items, artifacts, etc. and Hack and Slash (roll + STR). It’s damage is also as listed in the bestiary (d8 + 5).

A wizard character may have an INT + 2 (or be less powerful, with INT + 1), with moves that are spells.

He likes this version of the game MUCH more because it’s like the game we’re playing AND it informs him about the DW. I gave him the Ogre card as part of his “starter deck” and he loves how powerful it is. Later, outside of the card game, I had an ogre tramping through the forest and rather than engaging with it he hid because he knew it could do 6 to 13 damage to him (as a wizard he has low hp). Yeah, that’s really meta, but he LOVES it and finally asked how he could get a particular card, which will be the focus of our next session!

So the one-on-one game I have going with my son got a little play time last night.

So the one-on-one game I have going with my son got a little play time last night.

So the one-on-one game I have going with my son got a little play time last night.

His band (he plays a Wizard, and has a couple hirelings with him) was in a forest, and came to a raging river where I’d placed a rope bridge. His character has a -1 to DEX, so he decided rather than trying to cross the bridge he wanted to spout lore about this area, pulling Clark Lewis’s Journal “A Journey through Darkwood” (which I thought was pure awesome-sauce since he’d learned about Lewis and Clark earlier this year at school) from his Bag of Books and rolling a 7, + 2 (INT) + 1 (for the book) = 10. I told him that not too far upriver, through some thick undergrowth, there was a spot of maybe 25 yards or so where the river actually went underground. Of course he went that way.

It’s interesting to note that if he’d used DEX to Defy Danger his mod roll would have been 6 and we would have fallen into the river and lost some goodies!

I feel it’s SO important to remember to “Play to find out what happens” because I (unfairly) assumed he’d just go with what I gave him (DD with DEX) rather than finding a better solution.

Cleric Rote: Guidance

Cleric Rote: Guidance

Cleric Rote: Guidance

I played a Cleric for the first time a few days ago and found myself casting Guidance (not to be confused with the Cleric’s starting move, Divine Guidance) a LOT. Every time we came to a crossroads my Cleric would pray to his deity Gi-Ohdee (Yes, pronounced as the letters G, O and D run together) for guidance. Our GM – Damian Jankowski – did a fantastic job describing how a form of Gi-Ohdee’s symbol on a sign or mine cart, etc. would point us down the “correct” path. It was great to always be on the “correct” path, but I feel like it short circuited the adventure.

At the end of our session we freed Gi-Ohdee from imprisonment despite rolling SEVERAL bad rolls at the WORST time (the entire party made really good rolls until it REALLY mattered, then we all rolled garbage) and I’ll be getting a level up as soon as we can rest. Fictionally, I think Divine Intervention is a great advanced move for my first level up because Gi-Ohdee will grant it to the Cleric for freeing him. But I also feel like the Guidance spell makes it too easy to find the “optimal path” so I think that having Gi-Ohdee revoke the spell permanently with a “you no longer need my guidance, trust in yourself and your allies to find your way” would not be terrible.

Am I just being stupid in thinking this way? Should I continue to take advantage of it? Has anyone else had similar feelings about Guidance (I DIDN’T until I used it so many times in one session)?

I typically can’t come up with very many good unique ideas, so I read everything I can get my hands on that’s RP…

I typically can’t come up with very many good unique ideas, so I read everything I can get my hands on that’s RP…

I typically can’t come up with very many good unique ideas, so I read everything I can get my hands on that’s RP related. Other RP products often give me great ideas for new moves, settings, etc. that I can port into a DW game.

Right now I’m reading Shadow of the Demon Lord by Robert J. Schwalb.

One of the things I really like is the Clockwork ancestry (ancestry is race in SotDL).

1) I’ve seen the Clockpunk Playbook on DriveThruRPG, but are there any other, similar playbooks I can look at, either to use or as inspiration to create my own?

Something else I like a lot (and keep in mind that I’m still only on chapter 1) are the tables of interesting things (there are six d20 tables for “interesting things”). Some are not very interesting (IMO), such as a 10-pound bag of flower, or a bar of soap. Some are REALLY interesting (again, IMO) such as A music box that plays a sad, sad song and A stalker who follows you but flees when you approach. (Note: as I write this it occurs to me that a bag of flower may be interesting to a Thief for finding secret doors, and bar of soap could come in handy in some situations too). Some things on the list are personality based: A lifetime of regrets and A fondness for the bottle.

I’m going to start asking my players what interesting thing they have with them, and have the d20 tables from SotDL ready as inspiration if they need help thinking of something.

2) What things have you really liked from other games have you ported into DW?