Title

Title

Caged Beast

Solitary, Large, 

16 hp, 1 armor

Claws, (1d8, reach, group)

Fangs, (1d10, hand, messy)

Tail, (1d6, near, forceful)

A saber tooth tiger with tough skin, long fur, and a wicked looking tail. Oh, and it’s also the size of a truck.  

Instinct: To free itself, to hunt food, to vent rage

• Rend manacles and destroy the area.

• Terrify or overwhelm a hero. 

• Take advantage of size and weapon tags.

• Roar and make a racket: attract attention.

How do you run level 11+ campaigns?

How do you run level 11+ campaigns?

How do you run level 11+ campaigns? I’m currently working on a compendium class with a friend that starts at level 5, but takes over as your base class. So level 5 wizard= level 1 lich. What kind of power does level 10+ heroes get? I mean, if you keep getting stat points as you level, you will RARELY fail,  which is why the system isn’t designed for super super long play, but what would you do if players still wanted to play their original character post level 10?

I’m making a possible basic move for my soldier class. Here’s the first draft:

I’m making a possible basic move for my soldier class. Here’s the first draft:

I’m making a possible basic move for my soldier class. Here’s the first draft:

 Allegiance 

Choose a nation, organization, guild, operation, army or creed (religious/divine or otherwise) you have or would fight for. Write their name and description on the lines below as details enfold during play. If you would no longer fight alongside this group, tell the GM why and replace it with a new one when it makes sense.  If this change happened because of your character’s actions or change in disposition or moral code, mark experience and replace an old Allegiance with a new one immediately.

I am bound to ____ (group name)because _________ (explanation)

Choose two instincts for _______(group name):

*To conquer

*To uphold justice

*To maintain peace

*etc

I owe ____ …(group name) (Choose all that apply)

*My sword arm

*Fealty

*tribute

*etc

in return, they give me…(choose all that apply)

* supplies

* a home to call my own

* liberty

*etc

Thoughts? 

In my experiences in running dungeon world there are two main concerns as far as class balance goes with the core…

In my experiences in running dungeon world there are two main concerns as far as class balance goes with the core…

In my experiences in running dungeon world there are two main concerns as far as class balance goes with the core rulebook. It’s common to hear complaints of wizards and paladins being ‘overpowered’ because of their flexible and very fictionally powerful moves. However, in my experience, it’s the aspects of those classes the GM generally CAN’T touch that make them so strong. Yes, the spells of the wizard can be extraordinarily powerful especially in changing the direction of the plot, but intervention of a planar power or other magical entity can make disruption of a particularly powerful spell possible, and as each spell’s effects can be interpreted in many ways: especially depending on roll results and the interpretation of partial and full successes as well as failures. Even ‘I am the Law’ can be house ruled or have it apply differently than usual. Instead of ‘attacking you’ physically, they do it verbally and expose a misdeed to a local authority, leaving you in some serious circumstances to deal with. My point is, as a gm I have plenty of tools to mix what I imagine into my world despite the moves as written. I love that about dungeon world. However, there are two main concerns I have with these classes. 

Let’s start with the Paladin. I am the Law gives him a spell-like ability to control NPC actions if they respect his/her diety. Lay on hands gives you a consistent heal you can use on your party. Quest allows you to gain substantial fictional boons in return for some costs and sacrifices. All of this makes him very strong, but I still love it and he’s easily manageable. The problem I have is that he muscles into the fighter’s role.  Yes the fighter has their own cool bag of tricks, but statistically, why play a fighter when you can deal the same amount of damage, have the same amount of armor, have the same base health, as well as be able to control NPCs, heal and call upon divine power? Because of this, the fighter’s martial skills are pretty well marginalized when you can be just as tanky and still have a d10 class damage even if you are also a healer and  divine. Fictionally and mechanically, that get’s formidable: which is okay, I like having strong paladins, but fighters just get overlooked imho once the players become experienced with the mechanics of dungeon world and look at just the numbers. Obviously, playing a fighter is still very different as far as moves go and play-style feels. But the Paladin can still take as many blows and chop as many monsters as the fighter at the same time. I’m not entirely sure what the thought process was  behind giving a divine class 10+con health and 1d10 damage. Reducing one or both to 8+con health and/or 1d8 damage would make the fighter feel relevant again. It just means the fighter stands out as either as doing more damage and being as tanky as the paladin, or as doing the same damage  and being tankier than the paladin. I really feel like that one small nerf (which I used in house rules) would change how I could deal with paladins. They will have at least one part of their class that isn’t entirely optimal and it will give other classes a chance to show off their strengths: that no one else has in their specific blend of it.

Now for the wizard advanced moves. Spell defense, arcane ward, and arcane armor make a slightly broken combo. At level 2, a wizard can have as much armor (3 armor) as a typical level 2 fighter or paladin and can still roll to reduce damage on top of that (arcane defense) as long as they don’t forget all their spells in one day. You literally just have to choose a mediocre level 1 spell and then choose to never cast it and you become a wizard who never has to worry about physical harm. At level 6, the wizard can have up to 5 armor with plain jane leather armor: above and beyond a lighter clad fighter. To get that amount of armor, a warrior would have to wear heavy plate mail as well as a shield. And warrior’s can’t cast spells and run around willey nilley without being weighed down. This makes it exceptionally hard to know how to deal with wizards. If you try to overpower them with physical force (you would think that would be their weakness, as they are wizards). You either throw enemies that can ignore armor at them (which is a possible solution, but annoying, because they basically become orc and goblin proof unless they get unlucky or are put in a spot) to teach them they can’t play tank mage, or you knock them with enough damage that it gets through their armor. However, since they’re wizards, one or two high damage rolls (what you need to deal any damage to them after their armor) will almost kill them. If you try to challenge them via magic it can be much more entertaining, but that’s they’re strong rolls and suits and if you make every magical entity able to overcome them they won’t feel powerful, wizardly, or heroic anytime soon. In other words, I’m finding it hard to challenge and make adventures exciting and interesting for wizards who can overcome physical danger just by having a high armor score (not something the hero actually does, just has) as well as use his cool magic abilities to solve many a problem. It means every time I want to challenge a wizard, or ‘show a downside of their class’ because these moves make it harder for me to challenge them physically, and they should be able to take a spotlight when their arcane talents are needed. In response to this, I really think reducing the armor granted by arcane ward and armor by 1 would balance that out. 1 armor point in dungeon world is pretty huge: it’s pretty much the equivalent of a heavy shield, and granting a lot of it through magic has become problematic

TL;DR:

The paladin is stealing the fighter’s spotlight, he’s just as physically capable. In my opinion, their max health and/or damage should be reduced to 8+constitution or 1d8 to allow the tankier or more martially adept Fighter class to have their own spotlight where their talents are most useful.

The wizard’s advanced moves are making them have as much damage reduction (armor) as a fighter or paladin at both low and high levels. This makes it very hard to stress a wizard’s frailty or physical weakness mechanically and not just physically if you rarely have to worry about any mundane attacks. Reducing the armor by one on both arcane ward and arcane armor seems reasonable, especially because of the basic move ‘spell defense’ can also protect the wizard from any sort of physical attack. 

I have implemented both of these changes as house rules, but what do you guys think?

Does anybody remember a custom move that allowed for world creation in-session using the players?

Does anybody remember a custom move that allowed for world creation in-session using the players?

Does anybody remember a custom move that allowed for world creation in-session using the players? I’m also looking for the ‘take watch’  custom move discussion we had late last night.

Or, does anybody know  how to look at the history of your posts through the filter of specific groups? Or even look at your comment or post history on google+? thanks 🙂

Hello.

Hello.

Hello. I ran across The Perilous Wilds and Freebooters on the Frontier after the kick-starter ended. That being said, it seems there are draft rules or ‘previews’ for non-paying members of the interested community. I have a game today and really want to implement some of the basic ideas of it. Can Jeremy Strandberg Jason Lutes/ +anyone link that for me? 🙂 thanks.

Hello everybody.

Hello everybody.

Hello everybody. Just wanted to share what is probably the best session of DW I’ve ever run (I did pick it up this year or late last year, so shhh :P).

Anyways, it was not only the most fun session, but the most dramatic, hilarious, surprising and climactic session I’ve ever played from either side. And… it was on roll20 :O. In fact, our strength-based ranger (who punches things with dwarf-made indestructible spike-gauntlets) is considering changing classes to Immolator. 

What surprised me, was just how well the players did. It was amazing, especially as one of them was new to DW and this was their first game with our group. To be clear: a whole lot happens, and the session was 4 hours long so prepare for super long play by play. 

The session started out with the final meeting of a dungeon they just cleared out, barely surviving an ancient stone guardian in the ancient, crumbling temple of Drisgul, the God of Dreams and Prophesy. Everything in the campaign after session 1 has been leading up to this moment, so it’s pretty big what the Oracle tells them.

Because our newest player wanted to play a rogue, and a previous player who had to leave because of scheduling conflicts, we had him take over the original rogue with a plot twist. 

Turns out the halfling thief who they left with the dwarves had followed them the entire way back and through the temple without being spotted after he quote ‘got bored’ and decided to come after them, as well as swiping a very important map from the dwarves so he could catch up. 

This was all discovered (and frankly, made up to get the new player into the game) as the powerful Oracle of Drisgul ranted and raved at them, but was unable to harm them due to the protection of Huelog our Paladin’s diety, Abbadon. (Who helped bind Drisgul’s powers in the first place, but that’s a story for another day.) 

The oracle warns them of many grim portents and drops vague hints, citing ancient laws that keep her from giving out prophecy without a deal being struck despite the impending doom. At one point, she tries to reveal the name of the presence within the mountain (who has been haunting Aldren the wizard’s mind and dreams for several sessions now). But is only able to tell them another God was bound here on Mount Tadaran also. 

She answers several other questions and in the process proclaims vague fates for each of the Heroes and their roles in fighting the darkness to come, as well as ‘they’re the realms only hope to be saved from destruction, blah blah, etc etc’. (This group is heading towards the ‘accidently heroes’ archetype. They were in the right place at the right time and are the only ones strong enough to make a difference, etc, etc). 

If they want more specific answers they will have to do a heroic deed for her in return, as that is what the ancient law requires in return for a glimpse of one’s future, the Oracle also demands the return of the Keystone, a powerful gem stolen by Abbadon(Archangel of Righteous Sacrifice and Vengeance) and Rizarnos(the God of Justice and Power) and given to the dwarves if they want to see more of their future’s.

However, she also reveals in response to one of the questions that the barbarian invasion about to sweep through the unprepared small town they started in, that they were trying to seek aid about protecting originally when they set out onto Mount Tadaran, have arrived at Icador( the small town), as it is the third day of the ticking time bomb they have been working with (as they calculated that was how long it would take them to reach the town in the first session). 

She also reveals that Rook the thief has snuck in the chamber door right before it closed (you know right after the green torches flickered, the emerald mist came and she floated out of a gargoyle-shaped alter) and she demands to be told why he is in her sacred temple, sneaking about like a thief at the door(which duh, he is). He tells her he was bored, straight up and the wind goes from her sails and her theatrics drift away as quick as they came on. She can’t seem to even contemplate the idea of sneaking through holy temples as something to keep the boredom away. I know from that moment on, the new player was gonna mesh well with our group. 

From there, they poke around a bit in the temple to see if they should steal anything, but the small Halfling thief is frightened by the reptilian water-dwellers they spotted in the original session(in a passage underneath an ancient crumbling throne)despite a mysterious box he spots for the first time in the water. From here, the players decide they don’t have enough time to plunder the temple: they have Icador to save and they plan to return to the Irongut Clan dwarves( to get to the oracle, they had a brief foray through the dwarven halls) for both the gem, and to rally warriors to come to Icador’s aid.

But upon leaving the temple, they find the dwarven lieutenant Drummond (who set out with them from the halls of the dwarves, but had to turn back) and is an immolator (another short-lived player character. The guy showed up for a single session).  He has a large company of dwarves and claims to have returned to come help them with his warriors. However, he also demands the return of the map they noticed Rook stole from the mountain, citing the fact that it could give their enemies intel on the best way to enter and invade the mountain, and the dwarves don’t want it falling into the wrong hands for fear ‘greedy surface-dwellers’ would try to invade and steal their riches and desecrate their ancestral halls. However, he and the dwarves seem to be willing to come to blows over it and the ranger gets suspicious. (Speaking of the ranger, his animal companion, a huge cave spider, is carrying the sleeping paladin, who has passed out after 3 weeks of no sleep during his quest (class move boon grants ability to ignore sleep and food while quest is active.) 

When the ranger refuses to give them the map(rook gave it to him to look at while they walked out of the  temple), the dwarves get ugly and turn from escorts to trying to imprison them, but Drummond begs them to give it over to prevent bloodshed several times, saying that all they wanted was the map and they could be on their way. 

Norken the ranger refuses, striking Drummond across the face with his spike gauntlets and ripping up the dwarf’s face a little. The battle begins, and Norken’s punch results with him taking the blows of several of the 13 dwarves (I didn’t plan this, but yeah, 13 dwarves). The party regroups after taking a fair amount of damage from failed rolls, and the ranger and paladin go wacking, the paladin mostly focused on protecting the wizard and thief with his shield). The ranger completely brutalizes Drummond the Immolator with his indestructible gauntlets but starts burning in the process. A couple(like 4)dwarves freeze in shock after Norken rips his body apart. The rest pile onto the remaining heroes and try to take them down. The thief makes a glancing blow on one of the dwarves, but loses his rapier to harsh dwarf swords and axes as he tries to evade their blows. The wizard tries to leap over the dwarves heads, using the special ability of his dagger to turn a failing roll into a hard choice (without knowing beforehand). Instead of taking blows on his way over, he opts to take no damage but falls right in the middle of the group of dwarves. Fortunately, the paladin comes in and takes out one of his opponents by hurling him into the grass with the force of his flail. Norken takes another round of attacks and stays alive, but barely. Heulog protects Rook long enough for him to get out of the circle of warriors and use his bow instead of his broken rapier. Between the volleys from him and a point-blank fireball(wizard shielded it with his fire-proof cloak)(yes I gave them all two or more artifacts via the dwarves), they take out a good fourth of the dwarves. Norken stays alive long enough for Heulog the paladin to come and heal him up and the party regroups, taking out more dwarves by using arrows, drop-kicking a dwarf into the mountain(Norken) and frightening some off with enchantment(Norken-ranger cantrip). However, there are still about half of them left, and they quickly pile onto heulog and Aldren. Heulog creates 10 feet of space with his flail and the wizard decides that’s enough space for a fireball. Since he’s fairly close, I give him +1 and he rolls a 16(two perfect sixes), and +1d4 damage because of his roll. That’s a huge explosion, man. The wizard hurls the fireball and jumps to shield his friends with his cloak, but he only rolls a partial success and only partially shields the paladin from the flames. Most of the remaining dwarves are turned to ash, but the ranger get’s well crisped too and it’s time for a last breath roll. Appalled by what he’s done, the wizardsinks to his knees with his hands over his face. The paladin wants to comfort him, but is afraid to because of how great his arcane power has become. Fortunately, the giant spider animal companion(who helped eat a dwarf or two during the fight) and rook work together and eliminate the last of the dwarves. One of them surrenders before he get’s taken down, and he is the last remaining dwarf standing on that clifftop. 

Now for the last breath roll. Norken is brought before the dark battlemented walls at the gates of death. His patron God, Uther, Dwarven God of the hearth, has sent a messenger wreathed in white flame to guide him in dealing with the grim reaper who stand their watching him with his black empty hood.  The grim reaper eventually holds out his hands, one of them containing his cause of death, a small ball of fire, and the other holding an hourglass with his name on it, no longer running. The messenger tells him there is only one way to return to life, and that involved a terrible price that would probably be worth then death. Ever the hero, he reassures him he is willing to pay any price if it means helping the people. The messenger sighs, says it’s up to him and walks away into the shadows of the realm of death. His last breath roll reaffirms this deal with a 7-9, and the reaper, never saying a word this entire time, places the fireball on the top of the hourglass, and it transforms into sand, and the hourglass remains running. When he awakes, his body is whole and unblemished like a newborn babe, but he feels a terrible burning ache in the center of his chest(similar to the deal the immolator got in his one session of play. Which is why we might make him into a gauntlet-wielding immolator.  And yes, I brought the Drummond player to 0 hit points in his first and only session. I’m a mean gm Cx. He survived tho, and the player had a lot of fun before he vanished off the face of the earth.)

With the ranger down and the paladin and wizard trying to figure out what to do about it, Rook the thief  searched the battlefield for survivors.  With his dying breath, Drummon started to tell Rook the real reason the map was so important, but died in pure dramatic style while he was speaking of something hidden beneath the halls of the irongut clan. Heulog( the paladin) left Aldren (the wizard) in his shock and immediately objected when Rook hinted he might torture the remaining dwarf. However Rook chose to use his truth-serum Goldenroot on the dwarf, and when the dwarf tried to flee instead of giving up information, Heulog held him still so that Rook could administer the poison.(Ya know, pinch the nose, gulp it down while big guy holds your arms. Gangsters do it all the time.) After that, the dwarf treated him as a friend and took him off to one side to reveal that the reason they were so scared of warriors and interlopers discovering their caves is because along with Drisgul, a dark and terrible God is bound beneath the halls of the Irongut Clan, bringing the story full circle.

So from this vital information, the heroes were now able to easily and correctly conclude the following:

1. The Dwarves think it’s more important to make sure the God remains bound than help their neighbors despite their sympathy with their plight.

2. The presence that has spoken to Aldren in his dreams and in other occassions, and has threatened him with vengeance for refusing to free them, is, in fact, the dark God.

And the choice they have to make is: go after the gem and maybe repair relations with the dwarves, or rush down to protect icador from a barbarian horde on their own without the army of dwarves they wanted to raise and bring with them.  

So that’s my session. I will probably never chronicle a quest like this in so much detail ever again unless people specifically ask for more, but this was my first really epic climactic session I’ve run and I loved it. Tell me what you think if you got this far(like ever) or if you only read the first few parts. Thanks 

Hi guys.

Hi guys.

Hi guys. I’ve been doing a lot of dungeon world development recently. One of my projects I just started on is a whimsical Kender class, my design goal is to make it mischievous and fun for the player, but not too aggravating for his companions. In other words, a comic relief character who always has some stolen item in his pack to take care of the job. Here’s my first draft for his pack starting move:

EDIT: 

Pack of Knick-Knacks

You have a pack of ‘Knick-Knacks’ you have acquired and filled as a result of your kleptomaniac tendencies. When you go to take an item from you pack of knick-knacks right after replenishing its contents, take hold equal to the remaining weight between your current encumbrance and your maximum load. When you take an item from this pack, you and the other players roll a d6 for each companion you traveled with last. The highest number (after tiebreaker rolls) is who the stolen item is from. The player who controls that character chooses 3 items you could have stolen and you choose one of them to pull from your pack, spending as many hold as its weight. Players may also choose to give you uses of adventuring gear and other similar items or even your rations. You can regain all your hold only after you have had 2 weeks of traveling with companions or you visit a busy city for at least a day.

A little convoluted, so here’s my revised version.

Pack of Knick-Knacks

You have a pack of ‘Knick-Knacks’ you have acquired and filled as a result of your kleptomaniac tendencies. When you go to take an item from you pack of knick-knacks right after replenishing its contents, take hold equal to the remaining weight between your current encumbrance and your maximum load. When you take an item from this pack, roll a d6, asigning  each companion you traveled with last to a number. Then number (after tiebreaker rolls) closest to the die’s result is who the stolen item is from. The player who controls that character chooses 3 items you could have stolen and you choose one of them to pull from your pack, spending as many hold as its weight by doing so. Players may also choose to give you uses of adventuring gear and other similar items or even your rations(all your rations count as one item, each use counts as 1 item also). You can regain all your hold only after you have had 2 weeks of traveling with companions or you visit a busy city for at least a day.

That’s the main part of the class.My other moves have to do with acting innocent, defying fear with curiosity, stealing non-maliciously when people’s backs are turned, and resisting your kleptomaniac urges at times when you value your survival more than your plunder.

Anyways, I’d love to get some feedback on this. Hope to hear from you soon 🙂

3 or 4 weeks ago I started thinking about making moves and class.

3 or 4 weeks ago I started thinking about making moves and class.

3 or 4 weeks ago I started thinking about making moves and class. Now I have a good idea of what I want and the start of my actual sheet. I’d like some feedback on what I have 🙂

Here’s my current description for the Soldier class:

‘They say wars are won by soldiers, but they have no idea what that really means. They say it, but they don’t understand. But you do. 

No matter what colors you wear, you’re a soldier. You’ve seen the clash of armies and smelled the rank stench of death. You’ve seen friends and foe alike hewn down and left for the carrion. You’ve sacrificed more than they can possibly understand, for reasons they can’t possibly comprehend. You are the line between your foes and everything you hold dear. While many have broken, you are still strong, be it for your country, your people, for honor, or for glory. War has changed you for good or for ill, but now, you are the master of it. You are the Soldier. ‘

EDIT: I have made considerable progress this morning. The new ‘Soldier Class’ Draft is here:

https://drive.google.com/file/d/0B5lJ0i72URwZd2t5cWhTMDlUenM/view?usp=sharing