Backgrounds as ‘racial moves’
Backgrounds as ‘racial moves’
My usual group doesn’t meet very often. As such I tend to over think things, so instead of rolling up 101 discoveries, I felt like trying to add a little more to the base character moves, based around our current game. Some of it’s pinched from the compendium classes in The Perilous Wilds as they looked too cool to not incorporate.
Their setting went pretty grimdark quite quickly. Humanity is dominated by a theocracy with a pseudo-angel figurehead. Other races have been ostracised/banished (if any still exist. I think the word genocide was bandied about at one point). These lands offer little opportunity for adventure. True freedom can only be found on the borderlands.
With that in mind I started playing about. So instead of Elves, Dwarves & Halflings, all adventurers are probably human, their ‘racial’ moves based around their background. Elves and Dwarves may exist still but they’ve probably retreated to lands that are alien to man but not to themselves i.e. The Wilds.
I eventually ended up with five distinct backgrounds for man:
City Dweller – a person from a dense metropolitan area
Frontiersman – a person living on the hard edge of civilisation
Indigenous – one of the many people’s who live their lives in the Wilds
Journeyman – a junior member/indentured servant of a powerful individual/organisation
Wyrd – Either a fresh faced adventurer or a person blessed/cursed by a mysterious entity (bear with me on this one)
I’ve linked the Google doc where I’ve scrawled some of my thoughts/moves. Let me know what you think.
Wasn’t sure if anyone has asked this already, but how do you handle Adventuring Gear now that there explicit items…
Wasn’t sure if anyone has asked this already, but how do you handle Adventuring Gear now that there explicit items you can equip?
I’m looking to run a game of Jason Lutes’s hack of DW, Freebooter’s on the Frontier. At it’s core it’s still Dungeon World but with more of a OD&D flavour to it. If you’ve been looking for a Dungeon World game about exploration / with a ‘West Marches’ vibe this is it.
You play a group of vagabonds and outcasts trying to get rich quick on the fringes of civilisation. You’ll define the wilderness then march across it in search of the undiscovered treasures that lie within.
I’ll be looking run a game this weekend sometime suitable on GMT (I’m UK based) using Roll20.
(Special bonus round – if you’re London based I’d love to run a physical session; making maps and rolling dice is always more fun in person).
I recently ran a couple of sessions of Funnel World with my group (big love for Villagers faced with certain doom).
I recently ran a couple of sessions of Funnel World with my group (big love for Villagers faced with certain doom). I’ve found that I’ve been overly keen to declare actions as ‘Defy Danger’ especially using DEX (in response to lots of jumping out of the way and/or reacting in time).
Whether this reflects the play style of my players or the nature of the obstacles, I’m unsure (both in some way guilty I suspect), however I feel that I’m overly punitive on less Dexterous characters because of it.
Is this a sign that the obstacles I’m throwing need to be more diverse? Any tips for encouraging less dodgy evasion from my PCs?