I’m in the market for a bit of artwork as a cover for my current project. Where do people go to acquire such?

I’m in the market for a bit of artwork as a cover for my current project. Where do people go to acquire such?

I’m in the market for a bit of artwork as a cover for my current project. Where do people go to acquire such?

I’m looking for a landscape picture, not a character portrait.

For people who have done some hacking or house-ruling, what are your thoughts on keeping the 3-18 stats?

For people who have done some hacking or house-ruling, what are your thoughts on keeping the 3-18 stats?

For people who have done some hacking or house-ruling, what are your thoughts on keeping the 3-18 stats? It’s a legacy mechanic to be sure, but do you like it? If not, how did you replace it?

Here’s my take on a randomized dungeon procedure.

Here’s my take on a randomized dungeon procedure.

Here’s my take on a randomized dungeon procedure. As much as I love Perilous Wilds, there’s almost too much material in it! I wanted something that was more player-facing, quicker to use, and a little bit less random. I’m sure others have done similarly before, how well have they worked?

How would you handle a player taking over a hireling for a session while their main character is away or otherwise…

How would you handle a player taking over a hireling for a session while their main character is away or otherwise…

How would you handle a player taking over a hireling for a session while their main character is away or otherwise unavailable to adventure?

I wanted to try making a more involved Make Camp move. This is what I came up with.

I wanted to try making a more involved Make Camp move. This is what I came up with.

I wanted to try making a more involved Make Camp move. This is what I came up with.

When you settle in to get some rest, you may consume a ration. If you do, choose two, if not, choose one:

• You entertain the group with uplifting music, stories, or humor. Choose a number of people equal to your CHA, they each take +1 forward.

• You get to know your comrades better. Ask another character a question. If they answer it truthfully, they get to ask you a question in exchange, which you must answer truthfully.

• You apply first aid to your injuries and get some rest. Heal half of your HP.

• You tend to your equipment, tightening armor straps and sharpening blades. You get either +2 armor forward or +1d4 damage forward.

• You take watch for the night. If any trouble approaches your camp, you get to act first. If you are the only one to choose this option, take -1 forward from lack of sleep.

• You read the sky overhead. The GM will ask you what the weather will be that day; tell them whatever you like, it comes to pass.

• You scout ahead in the night for dangers. The GM will tell you about one enemy, hazard, or obstacle you are likely to face tomorrow, and you take +1 forward against it.

• You reflect on your experiences. If you have enough XP to level up, you may do so now.

• You spend some time in quiet study, prayer, or meditation. (c.f. Cast a Spell)

Camping supplies 3 uses, 10 coins, 2 weight

Everything you need to make a good campsite: cooking utensils, warm blankets, salt and spices, dry tinder, and something to keep the rain off of you. The sorts of things most people take for granted when they find themselves in the middle of nowhere.

When you Make Camp, you may spend a use of camping supplies. If you do, everyone chooses an additional option, even if they did not spend a ration, and add the following option to the list:

• You take cooking duty and prepare a proper hot meal for everyone. Tell us what you make, and everyone who partakes heals 1d6 HP. Only one person in the group can choose this option.

I saw these while browsing at my local craft store, and I thought they would make excellent tokens to keep track of…

I saw these while browsing at my local craft store, and I thought they would make excellent tokens to keep track of…

I saw these while browsing at my local craft store, and I thought they would make excellent tokens to keep track of hold and similar currencies. My plan is to print index cards with denominations on them (1 Hold, 3 Hold, etc.), then cover them in place with packing tape. To those of you who have undertaken similar projects, what did you make, and how much of each?

https://www.amazon.com/dp/B01CYMEEUI/ref=wl_it_dp_o_pC_nS_ttl?_encoding=UTF8&colid=3AEV9WR0B3IKT&coliid=I2HRY9XINDENR7&psc=1

Title

Title

There was a recent discussion on megadungeons that got me thinking about how they would work in DW. Let’s take a setting like Sword Art Online or Etrian Odyssey: the only attraction is a relatively vertical megadungeon, which the PCs must explore and loot. The dungeon has checkpoints that take you from the entrance to lower levels, but is there another way to do this with the DW rules? Specifically, I’d like to repurpose UPJ to something like: “When you journey to a lower level of the dungeon…” How could this work?

The topic of PvP recently came up again over on the Reddit group.

The topic of PvP recently came up again over on the Reddit group.

The topic of PvP recently came up again over on the Reddit group. I remember seeing an interesting way to handle PvP in “A Storm Eternal”, and I think we could make it work for DW.

When you resort to the sword to enforce your will, roll+STR. *On 10+, hold 3. *On 7–9, hold 2. *On a 6-, hold 1. If your opponent is a fellow player’s character, they roll too and hold accordingly. If an NPC, the GM holds in secret based on the skill of the NPC (1–4, generally). Spend your hold in secret, without knowing how your opponent is spending theirs.

• For each hold you spend to strike hard, inflict +1 Harm.

• For each hold you spend to defend yourself, suffer -1 Harm.

• For each hold you spend to come out on top, you better your chance to win.

Both of you reveal how you’ve spent. Exchange harm simultaneously, and then whoever spent more to come out on top has the other at their mercy. If this is a tie, both get 3 more hold to spend, secret as before, and so on until someone wins or someone is killed.

The question is how to go about switching harm to HP…

I had an idea to come back to the Villager playbook and buff it up a little.

I had an idea to come back to the Villager playbook and buff it up a little.

I had an idea to come back to the Villager playbook and buff it up a little. I wanted something that was more capable of a real adventure than a squishy Villager, but I still wanted the “level zero” experience and the opportunity to shape the character’s story through play.

There’s still a few more options that I would like to fill in for Destiny, and I can’t decide on a cool icon. Any thoughts?

https://drive.google.com/open?id=0BwbHes6iNuGrampPRXkyV1lKaTg

There’s an article on AngryDM that discusses the tradeoffs between traveling fast and traveling cautiously.

There’s an article on AngryDM that discusses the tradeoffs between traveling fast and traveling cautiously.

There’s an article on AngryDM that discusses the tradeoffs between traveling fast and traveling cautiously. This might be a good place to offer some interesting choices or hard bargains, if the party wants to Undertake a Perilous Journey and move stealthily though a dangerous place, or try to go quicker at the expense of caution. Any ideas?