Note: This deviates heavily from standard DW.
Note: This deviates heavily from standard DW. I don’t mind, my players are requesting it. Please don’t flame me for doing something different. I’m well aware of the heresy I’m committing. I still love you DW!
My wife is a fan of MMO’s. She has requested that treasure and currency be similar to MMO design (think WoW, LOTRO, or even a non-MMO like Baldur’s Gate or Torchlight). This means added a little bit of min/maxing and munchkinism.
Primarily the goal is to start with super mundane equipment and to horde cash in an attempt to buy ever increasing (in power/capability) equipment. I’m trying to figure out how to handle this in DW.
I think DW portrays an epic tier of play. Tags are what separate the mundane from the spectacular, but there isn’t enough room in the tag space for ever escalating item capability. Obviously adding modifiers isn’t a possibility for emulating this. So how about tag reliability as a solution?
The idea is that mundane weapons have no tags. A slightly better version has a tag, but it has a X in Y chance of activating/applying when the weapon hits or armor negates damage. Better gear provides modified damage and/or the tag is reliable 100% of the time.
Example: Sword of Knocking
Ver 0: Class dam / no tag [Grey] (technically just a sword)
Ver 1: Class dam / Knockback 1 in 4-12 chance [White]
Ver 2: Class dam / Knockback 1 in 1 (always) [Green]
Ver 3: Class +1 dam/ Knockback 1 in 4-12 chance [Blue]
Ver 4: Class +1 dam / Knockback 1 in 1 (always) [Purple]
Ver 5: Class +2 dam / Knockback (always) [Orange]
Example: Armor of Negation
Ver0: Armor is decorative only [Grey]
Ver1: 1 in 4-12 chance of Armor 1 {White]
Ver2: 1 in 1 (always) of Armor 1 [Green]
Ver 3: Armor 1, 1 in 20 chance to avoid any dmg [Blue]
Ver 4: Armor 1, 1 in 15 chance to avoid any dmg [Purple]
Ver 5: Armor 1, 1 in 10 chance to avoid any dmg [Orange]
I will use MMO item color codes. She gets that awesome feeling when finding awesome loot, plus is able to quickly surmise what was valuable/junk. In the case of items, # of uses separate poor from heirloom. Selling to a merchant would be fast; “I sell these 8 items, here is my loot list.” I have a table for converting loot to currency based on item type, rarity, and category of tag.
Grey = Poor (crap you throw away)
White = Common (useful but unreliable)
Green = Uncommon (standard DW item)
Blue = Rare (very hard to come by)
Purple = Epic (complete big adventure for)
Orange = Heirloom (once in a campaign)
I’ll switch to slot based encumbrance using containers to limit her ability to horde everything she finds. Part of MMO’s is crafting and improving items through tradesman. I’m working on a CC style professions (she gains levels in CC on top of normal DW leveling). NPC services too; blacksmith costs lots but that 1 in 8 chance for knockback just became 1 in 6.
Currency primarily exists to better gear or to affect the fiction, e.g.: carousing in hopes of gaining information or making friends OR purchasing NPC aid, quest specific items, maps/information, real estate property, a seat on a caravan, etc…
The biggest issue I face is trying to balance the money she makes, finds, and earns with prices of commodities in the setting. What do you think of this approach? Any other ideas for emulating MMO style play?