Introducing the Knight Mystic — a swordmage type character compatible with Worlds of Adventure!

Introducing the Knight Mystic — a swordmage type character compatible with Worlds of Adventure!

Introducing the Knight Mystic — a swordmage type character compatible with Worlds of Adventure! I designed this one some time ago for DW and we enjoy it at our table, so I couldn’t resist porting it over.

https://drive.google.com/open?id=1uF_BZrXo6A7Iuk5hiHogUXl9RaZunlRp

This is a really rad revision of the game and is much neater and cleaner.

This is a really rad revision of the game and is much neater and cleaner.

This is a really rad revision of the game and is much neater and cleaner. I definitely really like it, and I look forward to trying it out.

Question: do you have any blank templates for the playbooks, for making custom classes? I love the little fold-in-half layout (making it a little booklet is a joy, and something we’ve been doing at our table for awhile now). We have some custom classes we love using in my groups, and I’d like to try porting them over to the new look, for the sake of consistency.

Second, some feedback regarding bonds. I like that it’s a bit more streamlined but also versatile, and as-is I have no problems with it (on first glance without playtesting, that is). Often I see players reworking bonds into flags, and I have my own self added a “trait” system that works similarly, and I was curious if, since this was meant to evoke Apocalypse World a little more, you’d considered anything like that (Hx) going with bonds.

In the past I’ve used Traits (zealous, bold, stubborn, shy, cowardly, etc.) for players in DW, and something like “when another player triggers one of your traits, their Hx with you goes up by one. When you respond to the trigger, you gain 1 Hx with them.” Then, when they hit 4 Hx, they erase it and write a bond. Aiding gives 1 Hx, interfering takes one away.

I added in some end-of-session moves like “for every player you played with this time, increase Hx by one. For every player you have played with before who wasn’t here, decrease by 1.” Then I also had some rules for doing the same thing with important NPC’s or even entire communities. And when Hx went too far negative, you’d erase a bond entirely.

In this way Bonds remained a narrative resource but also a nice record of standing with players and NPC’s, but they had a bit more of a mechanical tie in, and the traits, in lieu of flags, helped players get into character.

What if there was a modular set for running without a GM?

What if there was a modular set for running without a GM?

What if there was a modular set for running without a GM?

If you’re like me, you’re either stuck always being the GM and never just getting to play, or you can only reliably get a couple people and the groups can run a little small. But I find that DW and World of Dungeons are already incredibly modular, with a lot of the play evolving naturally, including things that happen when I as the GM make a move . So I’m throwing together something very much like World of Dungeons that’s built for as few as two people to enjoy together, without a GM.

Functioning a lot like Perilous Wilds, it’ll basically be a big modular collection of tables for rolling on (at my table we may even keep a copy of PW on hand). Players roll for the weather, what they find, monsters, NPC temperaments, treasures, what happens as a hard or soft move — with the narrative freedom to limit actions to what makes fictional sense, of course.

There’ll be prompts for rumors, jobs, bounties, towns, people, creatures, events, wars, battles, politics — all springboards for play, with players collectively shouldering the burden of GMing.

I really only intend to use it at my table, though maybe with enough work it could become something I’d share on a wider scale — but this is what I’ve worked up so far, just this morning. I’m calling it Dungeonlords. What do you think?

https://drive.google.com/open?id=0BwF75bfO6_4LRm1pUTdMZ2V4YTg

https://drive.google.com/open?id=0BwF75bfO6_4LRm1pUTdMZ2V4YTg

A player at my table was really excited about trying out the Winter Mage, because they like ice magic, but they were…

A player at my table was really excited about trying out the Winter Mage, because they like ice magic, but they were…

A player at my table was really excited about trying out the Winter Mage, because they like ice magic, but they were a little underwhelmed. They opted to make a new class with a new spin, a sort of harbinger of the end times who stands opposite the Immolator: meet the Frostwalker.

However, they’re stuck for ideas. I think the base idea is amazing, but I’m not sure how to round it out. Ideas?

(note, I think this has the potential to be incredibly tanky and overpowered, basically impossible to kill, but discussing it with our group the players really like it — the playbook would bring a lot of really interesting roleplay options to the game)

https://drive.google.com/open?id=0BwF75bfO6_4LbnZJYXJ0WU03REE

https://drive.google.com/open?id=0BwF75bfO6_4LbnZJYXJ0WU03REE

• BRAIN MAGIC

• BRAIN MAGIC

• BRAIN MAGIC

When you use your sorcery to pick somebody’s brain, roll+INT and tell the GM what you’re looking for or what you’re trying to do. On a 10+, it works mostly as expected—you learn a fact or see a memory you meant to, or some thought or emotion in your target’s mind is stimulated.

On a 7-9, you get in well enough, but you make a mess or something rubs off on you, your choice.

I’ve got a Mage who suggested a clever idea.

I’ve got a Mage who suggested a clever idea.

I’ve got a Mage who suggested a clever idea.

What about a move where a non-Vancian wizard (like the Mage, but others too) could write spells into a spellbook, then incant those spells to repeat the magic?

As in, they have their “do magic” move, but if they take time (maybe via ritual, or in a place of power) to reflect on some magic they’ve performed, or witnessed, they can write the spell into a book — a literal book, such that the player would keep their own unique log.

Then, instead of doing the magic move, which can often have terrible effects, they could recite an incantation to achieve more reliable effects?

The real question, I suppose, is what incentive there would be to doing magic once you’d built up enough good spells — or what downsides there would be to the spellbook.

Mouse Guard advancement and Dungeon World, aka overhauling XP (hopefully without having to overhaul the whole game).

Mouse Guard advancement and Dungeon World, aka overhauling XP (hopefully without having to overhaul the whole game).

Mouse Guard advancement and Dungeon World, aka overhauling XP (hopefully without having to overhaul the whole game).

Kicking around an idea here, thought I’d get some feedback. In Mouse Guard, one of my favorite elements, and one which feels very PbtA in its fiction-first lean, is the way you advance. You level up skills organically, as you use them — it takes X successes when rolling a skill, and X-n failures, to advance it. This means you have to use skills to make them better — the things you neglect aren’t going anywhere. Additionally, you have to screw up a little, too, which is a neat touch — you learn from your mistakes, as it were.

Additionally, at the end of a session you choose a skill you used and advance it. Then you choose one you didn’t use — and decrease it. It really keeps things lively, and it’s always been a fun system to me.

What if we tried something like that in DW, I wonder? First of all, what if instead of XP for misses, it just took, say, 5 10+ rolls on a stat and 3 6- rolls to then increase that stat mod by 1 (max +3, as always).

Then, what if at the end of every session we chose a stat we’d used and increased it by one, and a stat we did not use and decreased it by one? (my instinct is the actual stat, not the mod, though… the mod could work too)

We’d need to rewrite some moves to not bother with marking XP anymore, but that’s a small matter. The remaining big question, then, is how we handle taking advanced moves, and max level. Without a universal XP and level up, we have no way of tracking our level and, thereby controlling what moves we can unlock, and when.

I’ll admit that this is the only part that has me stymied. I can’t think of a way of doing it without tracking level. It could be per-session, maybe. At the end of session, you pick a new move from the 2-5 list. At the end of the fifth session, pick any advanced move.

At the end of 10th session, you can’t pick moves anymore, but you can retire and all the normal stuff. You could even keep playing and growing your stats with rolls — though if that was the case, I do think the losing a modifier each session is vital, to curb the ability to get +3’s in all stats. In theory I suppose it would be possible to max everything out, but you’d have to be doing a lot of rolling in every session.

Thoughts? Is this possible without obliterating the entire game?

Backgrounds and Drives, or race and alignment?

Backgrounds and Drives, or race and alignment?

Backgrounds and Drives, or race and alignment?

We’ve used playbooks with both at our table without much difficulty (usually when using base and hacked playbooks together), but I’m undertaking a project to reformat all the playbooks our group likes (base plus a bunch of hacked ones) into a cool mini-booklet format. I’m striving for consistency, though, and so I have the dilemma of adjusting the drives and backgrounds to alignments and races, or adjusting the race and alignments in the base books to backgrounds and drives — and I wonder what other people prefer?

Most of my table prefers drives and backgrounds, but they’re familiar enough with RPG’s to have race ideas in mind, and they usually write new moves anyway. But it’s hard to deny the sheer simplicity of simple race and alignment moves, too — I mean, the whole name, look, race, alignment thing is meant to be easy, and yet you can extrapolate as much complexity as you prefer too.

What do people like? I’m getting tempted to do drives (being slightly more open than alignment), with race moves, and just letting players cherrypick different races/moves as they like — assuming they can justify it. (But mostly I’m tempted because I’m feeling a little daunted by the task of coming up with backgrounds for all the base classes)

Building a berserker playbook to replace the barbarian at our table.

Building a berserker playbook to replace the barbarian at our table.

Building a berserker playbook to replace the barbarian at our table. Have yet to find a satisfactory way to implement the idea of being in a blind rage, where you have to attack anybody around you including allies. I like the idea, conceptually, and it’d make for fun roleplay, but within the confines of DW I just can’t think of a good way to mechanically do it.

Here’s the starting moveset so far (mostly this class will be similar to the Barbarian with appetites stricken and some new moves to tie into the rage).

 RAGE

When you suffer injury, frustration, loss, disappointment, or hurt, hold 1 Rage, up to a maximum of 3, and let your anger build. When you hold 3 Rage and would be made to hold 4, go Berserk.

You may choose not to Berserk if you wish. If you do, ignore this slight and take a Debility (the GM will tell you which) until you have had time to calm down.

Rage will dissipate over time: for every hour spent in rest or meditation, reduce your held Rage by one.

 BERSERK

When you fly into a Berserk rage, roll+CON and lose control. Spend the Rage you have accrued to:

 Add forceful, messy, or stunning to an attack

 Add +1d6 damage to a successful attack

 Terrify an enemy, causing them to flee, panic, beg, or fight—their choice

 Halve the damage or effect of an incoming attack

 Ignore the effects of any debilities for a short time

 Perform a nigh-impossible feat of strength

On a 10+, your frenzy has no drawbacks. On a 7-9, choose one drawback. On a 6-, choose one, and the GM chooses another:

• When your rage ends, take a debility (you decide which)

• You cannot Berserk again until you’ve had significant time to rest or meditate

• You’ll break or hurt something important during your rage—the GM will tell you what

When you take action requiring a cool head, thought, discussion, subtlety, or finesse while Berserking, lose one of your held Rage. Your frenzy cannot be willed to end early: it ends only when you run out of Rage.

Any advice? Is it worth it to even try? Maybe if I more clearly define actions taking subtlety/finesse as to include differentiating friend from foe? The biggest trouble I’m seeing is that this caveat relies very heavily on fictional positioning, and I worry it’d require too much time spent haggling over who’s standing closest to the berserker.

How would you write a move for a summonable, magical shield that absorbs damage and can be destroyed, but resummoned…

How would you write a move for a summonable, magical shield that absorbs damage and can be destroyed, but resummoned…

How would you write a move for a summonable, magical shield that absorbs damage and can be destroyed, but resummoned later? Like a shield made of light and magic that you conjure out of the air, and is gone once it’s taken so much damage?

Something like armor mastery, perhaps? When you conjure your shield to defend against an attack, roll+(whatever — CON maybe?). On a 10+, hold 2, on a 7-9 hold 1. Spend hold to absorb the damage from a single attack. And on a 6-, still hold 1, but when your shield is destroyed it leaves you drained — some other fictional penalty?