Messing around with the idea of a Magician playbook who performs tricks instead of casting spells.

Messing around with the idea of a Magician playbook who performs tricks instead of casting spells.

Messing around with the idea of a Magician playbook who performs tricks instead of casting spells. Outside of the typical magic tricks a magician may have, what sorts of moves, particularly starting moves, do you see them having?

Was starting work on developing a playbook for The Machine that would cover the spectrum of rickety fantasy…

Was starting work on developing a playbook for The Machine that would cover the spectrum of rickety fantasy…

Was starting work on developing a playbook for The Machine that would cover the spectrum of rickety fantasy mechanical golems to futuristic droids that understand the binary language of moisture vaporators.

Throw me some inspiration!

Attempting to write an advanced move for my almost-complete Swashbuckler and I love this concept, but am unsure of…

Attempting to write an advanced move for my almost-complete Swashbuckler and I love this concept, but am unsure of…

Attempting to write an advanced move for my almost-complete Swashbuckler and I love this concept, but am unsure of resolution mechanics. Here is what we have:

Heraldry

When you confidently announce your presence and purpose to NPCs, spouting forth your long list of titles and achievements, roll +Cha.

I want to avoid anything like +1 forward, some options more rooted in the fiction would be nice. Any ideas?

A random observation.

A random observation.

A random observation.

So we play on a fairly strict time limit of 5 hours, over the course of which typically many drinks are consumed. Typically by the end of the session we are in a great (sometimes sloppy) hurry to get to the end of the ‘chapter’ so to speak.

When I introduce a battle at the start of a session:

“Lets try and take advantage of our magic items, sneak in, separate enemies, and see if we can take them alive.”

Fight takes an hour.

End of session:

“Lets fill our airship full of oil and crash land it into their hideout!”

Fight takes 5 minutes.

I love Dungeon World.

Starting a new, fairly low-fantasy campaign where magic will be almost entirely evil and I wanted some associated…

Starting a new, fairly low-fantasy campaign where magic will be almost entirely evil and I wanted some associated…

Starting a new, fairly low-fantasy campaign where magic will be almost entirely evil and I wanted some associated magic items. This is the first:

Mull’s Eye dangerous, 0 weight

A detached human eye that may or may not try squirming away on its optic nerve. When connected to an available eye-socket, surgically or otherwise, it will bond to its new owner.

When the owner views the remains of a dead being, they will be granted visions of that being’s final moments, and see precisely how their death came to be.

A previous owner was known to have gone mad, removing the eye themselves with a salad fork.

Ended a short campaign yesterday.

Ended a short campaign yesterday.

Ended a short campaign yesterday. Made it interesting by giving them nearly unlimited power, but punishing them immensely for any fails. They rolled surprisingly well.

The wizard channeled a ritual to ascend the necromancer to godliness, but ended up going mad before his escape.

The necromancer sacrificed his power to destroy the dark plane that threatened their native world, earning a royal position in the underworld.

The paladin stood atop the corpse of a fallen nightmare lord as the plane collapsed around him, content that he’d done his duty.

The reclusive ranger was the only one who made it out without permanent harm, but would anyone believe him anyway?

Fun stuff.

Reaching the finale of a short campaign and I’m going to throw enough threats to potentially kill off a few of the…

Reaching the finale of a short campaign and I’m going to throw enough threats to potentially kill off a few of the…

Reaching the finale of a short campaign and I’m going to throw enough threats to potentially kill off a few of the characters during an epic battle.

Should anyone die, I wanted to come up with a few moves they could perform as souls to keep them involved in the game. Possessions? Haunting? What do people think?

Has anyone ever experimented on having the PLAYER come up with the useful bit of information for Spout Lore on a 10+?

Has anyone ever experimented on having the PLAYER come up with the useful bit of information for Spout Lore on a 10+?

Has anyone ever experimented on having the PLAYER come up with the useful bit of information for Spout Lore on a 10+? With the right players it would be fun, and I always feel like I’m railroading when I’m forced to give them a useful bit of info.