I was thinking about some previous discussions about the Multiclass moves, and how there is potential for stealing…

I was thinking about some previous discussions about the Multiclass moves, and how there is potential for stealing…

I was thinking about some previous discussions about the Multiclass moves, and how there is potential for stealing spotlight from the single-classed companions. I came up with the following move/change to how it works, which I think would be potentially interesting in play.

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If you take the Multiclass Dabbler, Multiclass Initiate or Multiclass Master move and choose a starting move that is part of several interconnected moves (such as the Wizard’s Spellbook, Prepare Spells and Cast a Spell moves,) do not add those moves to your character sheet immediately. Instead, you will need to seek out a mentor who is willing to train you.

When you spend a significant amount of time studying with your mentor, ask your mentor what that looks like and then roll + the appropriate stat for the moves you are studying. On a 10+, you have mastered the next move; add it to your character sheet, and your mentor marks experience. On a 7-9, you’re making good progress; take 2 hold, which you can spend to perform the move or to gain +1 on your next attempt to learn this move. In either case, you will need to stop studying for now and do something else for a bit.

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I see a few things I like about this approach. For one thing, the gaining of the completely new abilities happens gradually and in the fiction, rather than suddenly happening on level-up (and suddenly getting two or three moves in one hit).

For another, if one player wants to take a multiclass move from a class that’s already in the party, it automatically promotes a conversation between the two players at the point the multiclass move is taken – “are you willing to train me?” It also means that rather than just having (say) a second wizard appear in the party, they have distinct roles – one is the mentor, the other is the learner.

I can also see it creating interesting action in game. You want to learn from the Druid how to shapeshift? Well, the Druid might decide that you’ll need to travel alone to the heart of the Forest, harm no natural creature and fast there for three days and nights to study the essence of that land. Alternatively, they might say that they will call the ur-spirit of each of their land’s animals to you and you must win their trust. The Cleric might require you to learn all the prayers to their god, or require you to travel to the temple and be anointed by the high priest.

Anyway, I’d love feedback on the idea in general and the move as written in specific.

Victor Julio Hurtado I just noticed that the Chronomancer has no race options.

Victor Julio Hurtado I just noticed that the Chronomancer has no race options.

Victor Julio Hurtado I just noticed that the Chronomancer has no race options. I’m not sure if that’s a deliberate choice… the player does have options to choose between Keeper, Watcher or Wielder, so perhaps those are Backgrounds which supersede race?

Anyway, I came up with some ideas for race moves for the Chronomancer this morning. I’ve not written racial class moves before, so I thought I’d make the suggestions here in the Tavern, so others can give feedback. Also, they might be useful to people even if they don’t end up in the actual playbook.

Human: Your visions of the past reveal many things. When you first enter an important location (your call), you may state a secret you have seen in visions about its history. If that secret turns out to be true in your current timeline, mark XP.

Elf: Your people’s long lifespans gives you natural insight into the eddies of time. Add the following question to your list of options when you Discern Realities: What here is out of place in this timeline?

Halfling: Your glimpses of the future make you a valuable friend. You may retroactively Aid an ally to avoid a catastrophic outcome even after that outcome has actually started to come to pass, and take +1 forward when you do so.

http://www.drivethrurpg.com/product/188922/The-Chronomancer–A-Dungeon-World-Playbook

So does anyone have any general advice for prepping an open table Dungeon World game?

So does anyone have any general advice for prepping an open table Dungeon World game?

So does anyone have any general advice for prepping an open table Dungeon World game? As an open table, the game needs to accommodate a potentially completely different roster of players turning up from session to session, which means I want a place of relative safety from which expeditions can be mounted to nearby sites of adventure.

I have some ideas for the basic setting: https://docs.google.com/document/d/14GxaZJHriWINynu7_qFxuJ9ixXnfxNZwmwfagUnGFb4/edit?usp=sharing

I’ll be using my bonds-on-cards idea (or flags) to handle the rotating cast of players: https://plus.google.com/u/0/109791996665503926061/posts/VRUpJQAA6jP

I’m now wondering how much of the world to prep in advance, vs. building on player answers. I’m happy to do the latter, but the open table structure means that players are going to be rattling around in a world they’re sharing with others who aren’t at the table. After a while, elements of the setting will get nailed down anyway, probably by someone who isn’t at the table when it comes up again. Should the first players have the freedom to define everything (within the parameters of leading questions), and later players/sessions become more static and pre-defined?

So where can we give feedback on typos etc we spot in Juntu’s Floating Ice Hell and Inglorious?

So where can we give feedback on typos etc we spot in Juntu’s Floating Ice Hell and Inglorious?

So where can we give feedback on typos etc we spot in Juntu’s Floating Ice Hell and Inglorious? The Kickstarter update lists things that would be useful feedback for each, but doesn’t say how to convey that feedback.

Inglorious p29 “all weapons and other implements of war within your become immediately transformed into harmless agricultural implements.” Within your what? Sight? Vicinity?

This isn’t so much a custom move as a customisation of an existing move :)

This isn’t so much a custom move as a customisation of an existing move 🙂

This isn’t so much a custom move as a customisation of an existing move 🙂

I posted more details on the forum, but the short version is I want to make the 7-9 result on the druid’s Shapeshifter move more interesting. To that end, I’m house-ruling the move thus:

On a 7-9, hold 2, but also choose one:

* You draw unwelcome attention or put yourself in a spot. The GM will tell you how.

* The spirits tire of your demands; take -1 ongoing to Shapeshifter until you spend some time quietly communing with the land.

* Your mind begins to slip; when you attempt to leave this form (for example when you are out of hold), you must defy the danger of forgetting yourself, remaining trapped in this form and acting as a natural animal for a while.

I quite like the first option of drawing unwelcome attention… as well as the more obvious ones of “the monsters decide you’re the biggest threat” or whatever, possibilities abound around the fact that you’re now an animal, and other animals will react accordingly. A mob of smaller birds swooping your eagle form to drive you away from their nests aren’t a real threat to you, but it’s not like you’re just going to kill them – you’re a druid! Not to mention the Pepé Le Pew-like possibilities of other animals of the same type treating you as a potential mate or rival (or just reacting to you invading their territory).

The idea behind the last option is that you get to spend your hold and do what you want initially, but once you’re out of hold you need to Defy Danger to remain in control of your rational mind and revert to your normal form. It also covers the case of shifting directly from animal form to animal form, if druids can do that in that game.

Does the proposed house rule look like it would be workable and interesting? Would anyone who has played a druid care to comment?

http://apocalypse-world.com/forums/index.php?topic=7625.0

As part of planning an open table with a rotating cast of players, I came up with the following changes to Bonds.

As part of planning an open table with a rotating cast of players, I came up with the following changes to Bonds.

As part of planning an open table with a rotating cast of players, I came up with the following changes to Bonds. Any feedback welcome.

The original class-determined bond limit (4 by default, 6 for social classes likes Bards, 3 for antsocial classes like Wizards) is no longer the limit of the number of bonds you can have. Instead, it is the limit on the number of bonds you can have with the characters adventuring with you that session.

Bonds are written on cards. All the bonds that your character has with a specific other character should be written on the same card.

Each session, see which other characters are present and select the cards corresponding with whoever is there. Cards for characters who are not present are set aside for the session, and those bonds don’t count against your limit.

If you have fewer bonds than your limit, you may create new bonds on the spot to create retroactive relationships, adding them to new or existing cards. Alternatively, you may leave some slots blank and start adventuring with fewer bonds than your limit, and create new bonds on-the-fly pertaining to the events of the session.

If your number of bonds exceeds your limit, discard cards or strike out bonds to bring the total down to the limit – your character is so excited to be adventuring with Brunhilde that they’re not paying the normal amount of attention to Aldric, or whatever. These discarded cards and struck-out bonds are not actually resolved, and can be reinstated in future sessions.

Hi, all.

Hi, all.

Hi, all. Inspired by some of Justin Alexander’s writings, I’m planning on running an open table Dungeon World game using The Perilous Wilds. The open table format means the lineup of players/characters present at a given session will potentially change radically, so everyone needs to be back in town between sessions. To ensure things wrap up like that, I came up with the following custom move. Does it look reasonable?

Escape to Civilization

If you finish a session away from a safe haven, roll +nothing:

10+ You manage to make your way to safety, no problems.

7-9 You make your way to safety, but choose one:

* The experience had a lasting effect on you (ask the GM what).

* You lost significant pieces of gear (the GM chooses which).

* You left a Follower or (NPC) companion behind (the GM chooses who).

(The idea is that players will try their best to get their characters home in-game; this is just a fall-back in case that doesn’t happen for whatever reason.)