I’m a fan of the Beliefs, Instincts and Goals mechanics used in the Burning Wheel Games (Mouse Guard, Torchbearer).

I’m a fan of the Beliefs, Instincts and Goals mechanics used in the Burning Wheel Games (Mouse Guard, Torchbearer).

I’m a fan of the Beliefs, Instincts and Goals mechanics used in the Burning Wheel Games (Mouse Guard, Torchbearer). Any thoughts on using something along those lines to drive XP in Dungeon World?

Further to the discussion Patrick Joannisse started about group moves, here is a covenant move I’m working on for my…

Further to the discussion Patrick Joannisse started about group moves, here is a covenant move I’m working on for my…

Further to the discussion Patrick Joannisse started about group moves, here is a covenant move I’m working on for my Ars Magica hack:

When the covenant sends a group of the most sociable grogs to a suitably large population centre to look for additional members, roll+Social. On a 10+ they recruit enough people to grow the population a bit (GM’s call but usually about 10%). On a 7-9 the population grows and choose two:

They don’t attract the wrong kind of attention.

They don’t have to pay bribes costing 1 gold.

They don’t have to resort to press-ganging.

On a miss most of the recruiters wind up abandoning the covenant (the population decreases a bit).

For reference, 1 gold is about enough to feed a peasant family for a month.

Any thoughts/feedback?

Someone (I think it may have been Eric Lochstampfor ) mentioned a guide to creating DW magic items.

Someone (I think it may have been Eric Lochstampfor ) mentioned a guide to creating DW magic items.

Someone (I think it may have been Eric Lochstampfor ) mentioned a guide to creating DW magic items. I can’t seem to find any links to it. Can anyone point me in the right direction?

A comment, then a question:

A comment, then a question:

A comment, then a question:

Last night I was chatting with a friend who isn’t familiar with DW and I described it as, “The game you thought you were playing when you were 12 years old playing D&D.” I can’t remember if I read that on here somewhere or if I actually had an original thought 😉

I’m still plugging away at my Ars Magica hack and I want to nail down the stats. At the moment I’ve got 3 mundane stats that everyone has (body, mind, spirit) and 3 arcane stats that only people with the Gift have (casting, book, parma).

So my question is:

Are three stats enough to define a character?

I’m definitely aiming to make mundane folks less complex since the focus is supposed to be on the magi, but I still want there to be enough crunch that companion characters feel interesting and relevant.

Since it’s wizard week I thought I’d share a piece of the Ars Magica hack I’m working on.

Since it’s wizard week I thought I’d share a piece of the Ars Magica hack I’m working on.

Since it’s wizard week I thought I’d share a piece of the Ars Magica hack I’m working on. Specifically, this is the section on Arcane Moves. My base premise is that most of the things you want to do with magic are things you’d want to do without magic – magic just adds power, flexibility and variety. Oh, and risk. Definitely risk.

Anyway, let me know what you think.

You’ll probably notice that the arcane moves are very similar to the basic moves. In fact, when you look at the risks associated with the arcane moves, it may seem like they are just riskier, possibly even inferior versions of the basic moves.

If you used them as straight-up substitutes for the basic moves, you’d be right.

The true power of magic comes from the fiction more than the mechanics. A few examples:

In addition to adding tags, Vulnero might allow a magus to inflict harm on a creature that is immune to physical damage. It also allows him to be a threat without carrying a weapon.

Fugio might allow a maga to avoid danger by flying over her enemies or by becoming invisible.

Specto might allow a magus to carefully examine an area from a safe distance.

Protego might allow a maga to shield herself from a dragon’s breath that would melt the finest plate mail.

By default, Suadeo allows a magus to manipulate a GM character without leverage.

While the game mechanics remain fairly constant, the only real limit to magic use is your imagination and your narrative ability. As noted under Guidelines for Magical Mishaps, rather than forbidding uses of magic (be a fan of the characters), the GM should embrace imaginative uses (provided they honour the guidelines for technique, form and limitations of magic).

Any use of magic requires two elements: a Technique and a Form. Describing the technique and form and how they relate to the fiction is a requirement to trigger any of the arcane moves.

The Techniques are:

Creo: create something new. The thing being created must be a normal specimen of its type. Adding things to an already existing object would fall under Muto.

Intellego: perceive things. Combined with the right forms, Intellego can let you see through things, hear from impossible distances or pluck information from an unwilling mind.

Muto: change the properties of something. This can be the shape, the substance, or both.

Perdo: destroy things. This might be a wall, a body or a thought.

Rego: control things. This usually refers to motion (mind control usually falls under Creo since you’re creating new thoughts).

The Forms are:

Animal: natural animals.

Aquam: water.

Auram: air.

Corpus: human bodies.

Herbam: plants.

Ignem: fire.

Imaginem: sensations, illusions, perception.

Mentem: thoughts, emotions, memories.

Terram: earth, dirt, stone, metals and inanimate objects in general.

Vim: magic itself. This includes magical creatures as well as spells. Vim is the form that governs the ability to counter the magic of other magi.

Guidelines for magical mishaps

As a general rule, it gets harder to accomplish things with magic if:

– The target is far away 

– The target is hard to see (in fact, you require an arcane connection of some kind to affect anything you can’t see).

– The target is very large (whether a single large object or a large area)

– You’re in a hurry

– You’re trying to be subtle

– You want the magic to last for a long time

– You’re already using magic to do something else at the same time

– Your movements or voice are restricted (in fact, if both are restricted the GM may rule you are either very limited or unable to use most of your magic).

Rather than adding bonuses and penalties based on the above factors, the GM should note how many of them apply and, before the dice are rolled but after the move is triggered:

Tone down the effect (reduced range, smaller area, less information, slower movement). The spell still works, it just isn’t quite as amazing as hoped (tell them the consequences and ask).

Be ready to make moves appropriate to the difficulty if the player rolls 6-. Start with one or two of the choices from the 7-9 list and feel free to make additional moves from your GM list according to the technique, form, difficulty and circumstances (turn their moves back on them, inflict harm et al).

The Moves

Vulnero

When you use magic to harm someone, roll+Casting. On a 10+ inflict harm and choose 2.

+Messy

+Harm (can be chosen more than once)

+AP

+Area

+Forceful

+Stun

You impress, frighten or dismay your target.

You can maintain the effect for a little while.

On a 7-9 inflict harm, choose 2 from the list above and one from the list below.

You draw unwanted attention. The GM will explain how.

The magic does 1 harm to you.

Take -1 ongoing to Casting and Book until you’ve had comfortable rest and time to study for a few hours.

You gain +1 Warping

The target gains a Link to you

Fugio

When you use magic to act despite an imminent threat or suffer a calamity, describe the magic you’re using and roll+Casting.

On a 10+, you do what you set out to, the threat doesn’t come to bear. On a 7–9 you do what you set out to do and choose one.

You draw unwanted attention. The GM will explain how.

The magic does 1 harm to you.

Take -1 ongoing to Casting and Book until you’ve had comfortable rest and time to study for a few hours.

You gain +1 Warping

Specto

When you use your magic to study a situation or person, roll+Casting. On a 10+ ask the GM 3 questions from the list below. Take +1 forward when acting on the answers.

What happened here recently?

What is about to happen?

What should I be on the lookout for?

What here is useful or valuable to me?

Who’s really in control here?

What here is not what it appears to be?

On a 7–9 ask 1 question from the list above and choose one from the list below. Take +1 forward when acting on the answers.

You draw unwanted attention. The GM will explain how.

The magic does 1 harm to you.

Take -1 ongoing to Casting and Book until you’ve had comfortable rest and time to study for a few hours.

You gain +1 Warping

You inflict harm or do damage to someone or something you were studying.

If the target is sentient, it gains a Link to you.

Protego

When you use your magic to defend a person, item, or location under attack, roll+Casting. On a 10+, hold 3. On a 7–9, hold 1 and choose one.

You draw unwanted attention. The GM will explain how.

The magic does 1 harm to you.

Take -1 ongoing to Casting and Book until you’ve had comfortable rest and time to study for a few hours.

You gain +1 Warping

So long as you stand in defense, when you or the thing you defend is attacked you may spend hold, 1 for 1, to choose an option:

Redirect an attack from the thing you defend to yourself

Prevent the attack’s effect or harm

Create an opening for an ally giving that ally +1 forward against the attacker

Inflict harm on the attacker

You impress, frighten or dismay the attacker.

Suadeo

When you use your magic to manipulate a GM character, roll+Casting. On a 10+ they do it but choose one from the list below. On a 7-9 they do it but choose two.

You draw unwanted attention. The GM will explain how.

The magic inflicts 1 harm to them (this shouldn’t be lethal but should leave some kind of visible, lasting effect).

Take -1 ongoing to Casting and Book until you’ve had comfortable rest and time to study for a few hours.

The GM character remembers that you manipulated them.

You gain +1 Warping

The GM character gains a Link to you (though they might not remember why).

Intercedo

When you use your magic to help or hinder the magic of a wizard you have a Link with, roll+Link with them. On a 10+ they take +1 or -2, your choice. On a 7–9 you also expose yourself to danger, retribution, or cost.

I won’t get much more done tonight (missed on my Nerd move and agreed to go out drinking instead) but I wanted to…

I won’t get much more done tonight (missed on my Nerd move and agreed to go out drinking instead) but I wanted to…

I won’t get much more done tonight (missed on my Nerd move and agreed to go out drinking instead) but I wanted to share what I’ve got so far on my Ars Magica hack.

The first question I struggled with was: What makes Ars Magica, Ars Magica? While there are many things about the system itself that I love, my goal here is to capture the essence, not the mechanics. With that in mind, I came up with this list:

Wizards

The Gift (Twilight, Longevity Ritual)

The Order of Hermes (and the Houses)

Covenants (Companions, Grogs)

Magic (Spontaneous Casting in any combination of technique + form; Formulaic Magic that is less flexible but more consistent)

Laboratory (Rituals, Magic Item creation, Research)

Politics (Order, Covenant, Feudal, Church)

My instinct is that each house should have its own playbook.

The game will centre around the Covenant, so each character will bring something to the Covenant as part of character creation.

Most mechanics will be defined at the wizard level, but I plan to make sure companions are still relevant.

While there is a lot I like about DW, as Tim Franzke  pointed out, AW may prove to be even more central to the hack.

Many lab rules can be cribbed from the Savvyhead.

Grogs can be defined using a combination of rules from the Chopper, Hardholder and Hocus.

There’s obviously a ton of work yet to be done, but I’m feeling pretty positive about these first steps.

Let me know what you think!