This only needs about $200 to hit its last stretch goal (six plug and play dungeons), so if you haven’t pledged…

This only needs about $200 to hit its last stretch goal (six plug and play dungeons), so if you haven’t pledged…

This only needs about $200 to hit its last stretch goal (six plug and play dungeons), so if you haven’t pledged now’s the time.

https://www.kickstarter.com/projects/1735046512/perilous-journeys

I was recently reminded of the Madness rules I wrote a while back, so I revisited them, and added some stuff for the…

I was recently reminded of the Madness rules I wrote a while back, so I revisited them, and added some stuff for the…

I was recently reminded of the Madness rules I wrote a while back, so I revisited them, and added some stuff for the Barbarian. I’ve enabled comments if anyone wants to leave feedback.

(And before someone asks; this was going to be part of a larger project, and Madness Bonds and Fear Alignments were other people’s work I was tying into. Short form is that Madness Bonds are new bonds like “I will show _______ the truth of the Old Ones” and Fear Alignments were just new alignments that reinforced insane behavior.)

Work continues at a snail’s pace on my crashed spaceship adventure.

Work continues at a snail’s pace on my crashed spaceship adventure.

Work continues at a snail’s pace on my crashed spaceship adventure. Because I keep getting sidetracked by other ideas like this.

When you are exposed to glowstone, roll +CON. On a 10+ you’re good. On a 7-9, you gain a mutation from the table below.

Roll 2d6 to see how you’re warped.

2: You get a permanent monster move of the GM’s choosing. TELL: Depends on the move.

3: Natural weapons of some sort; claws, tentacles on your back, whatever. You can deal your weapon damage even when “unarmed”, OR your unarmed attack gets an appropriate weapon tag. TELL: You have claws or tentacles or whatever.

4: Increase one of your stats by 2. This can put you over the stat cap. Then decrease one of your other stats by 2. Your stats can’t go below 3. TELL: Your body has an exaggerated visual of the stat changes (huge muscles, giant throbbing brain, etc.)

5: You get a “monster attack”; the GM will pick it for you, and determine which stat it’s based off of. When you use your monster attack, roll+Stat. On a 10+ the attack works, on a 7-9 it still hits but you open yourself up to a counterattack.  TELL: Depends on the attack.

6: You get a natural armor-2, but attempting to wear anything but loose clothing over it gives you -1 ongoing due to the discomfort. TELL: Scales, chitin, biometal, whatevs. 

7: You gain a move of the GM’s choosing from another class. The only move from the core classes you can’t take is “Spellbook”. Yes, this means you can get a Ranger pet (you spawn a symbiotic creature) or a Signature Weapon (enjoy your new sword hand). TELL: Depends on the move.

8: You gain a permanent Debility. TELL: An exaggerated symptom of the debility.

9: Halve your max HP. TELL: An overall weakened body.

10: 

11: 

12: 

Is DHotD or the “On a wintry plain” supplement available as single-page PDFs instead of doubles?

Is DHotD or the “On a wintry plain” supplement available as single-page PDFs instead of doubles?

Is DHotD or the “On a wintry plain” supplement available as single-page PDFs instead of doubles?

I believe Dungeon World was pretty much the most requested game at PAX East’s Games on Demand this year by a pretty…

I believe Dungeon World was pretty much the most requested game at PAX East’s Games on Demand this year by a pretty…

I believe Dungeon World was pretty much the most requested game at PAX East’s Games on Demand this year by a pretty wide margin. I ran nine or ten sessions of Slave Pit of Drazhu myself, and it was amazing seeing how people who’ve never played an RPG or who’ve only played 3.Path reacted to it. 

Highlights of my games included magic missiles that looked like flaming skulls or flaming winged eyeballs, people getting stuck in giant spider webs over bottomless chasms, paladins body-checking orcs, convincing the giant spider that the orcs were food, two groups defeating Dhazhu by Laying on Hands, and the body horror that is three failed Shapeshift checks in a row.

Taking damage/hard moves on a 10!

Taking damage/hard moves on a 10!

Taking damage/hard moves on a 10!

Over on RPGNet there’s a discussion about DW initiative that morphed into being the target of hard moves on a 10+ on a roll.

I gave an example of a fighter attacking an ogre, getting a 10+, and the reactionary move being an orc archer shooting the fighter for damage, and people were saying that’s not how things should work because you shouldn’t use hard moves when the player succeeds. My stance is that even if a player succeeds at a task the GM still needs to make a move (because they’re “looking at you to see what happens next”), and that hard moves can still happen based on things unrelated to the task at hand; i.e. successfully casting a spell at an orc doesn’t prevent you from being stabbed by a goblin. It also came up that the GM shouldn’t use hard moves without giving people a change to react, whereas I said that sometimes a character isn’t going to have a chance to react to something happening to them.

So I guess the question to the assembled is basically if I’ve been Dungeon Worlding wrong. Is making hard moves not directly related to the move in question happen on successes, or without giving the character a chance to react, against the rules or the spirit thereof.

http://forum.rpg.net/showthread.php?721752-Dungeon-World-Initiative

From “Dungeon Elementary”:

From “Dungeon Elementary”:

From “Dungeon Elementary”:

“So I backed Inverse World. I wasn’t 100% on board with the idea, didn’t quite fathom how it meshed with Dungeon World’s core goals and system paradigm, etc. But damn, all my pretentious quibbles are out the window the minute that five ten-year-olds jack an airship and immediately cover it with ballistas.”

http://dungeon-elementary.tumblr.com/post/79614033491/dear-inverse-world-all-is-forgiven

From a conversation about stating up Beowulf over at the SA forums:

From a conversation about stating up Beowulf over at the SA forums:

From a conversation about stating up Beowulf over at the SA forums:

“You can make Beowulf easily in e.g. Dungeon World. He’s just a guy with a decent Strength score who’s allowed to use his strength in the fiction.”

“What is the mechanic in DW that would allow him to swim across the North Sea without allowing the wizard and thief to do the same?”

“Bend Bars, Lift Gates.

The obstacle is the North Sea.”

#mindblown  

I remember a lot of people saying early on how the Fighter got shafted on starting moves, since he just gets BBLG and a Signature Weapon. I think this shifts the paradigm a bit, if you’re willing to go a little more abstract.

Has anyone made an attempt at “epic level” rules?

Has anyone made an attempt at “epic level” rules?

Has anyone made an attempt at “epic level” rules? Stuff like the old Immortals set and such, where the characters are starting to work on a more cosmic scale, or potentially moving up to godhood?

I think “Ascend to the Next Plane” would be an interesting advance for when you hit level 10.