I am a player and lover of Dungeon World waiting patiently for Inglorious.

I am a player and lover of Dungeon World waiting patiently for Inglorious.

I am a player and lover of Dungeon World waiting patiently for Inglorious. Sage-Kobold seems to have developed a “go do it yourself” attitude about a lot of things. Which is not fair considering they did not just make DW for themselves, it is a rule set sold to people, it should work as advertised. Which was as a complete game. It says something when a free rules guide had to be made just so that RPers could use the book. Fans should not be accused of being lazy or pedantic when they are clamoring for more guidance or having trouble adjudicating fictional disputes with the current rules. (Like PvP.) And this attitude is sadder still because they received a lot of money do make these products. It doesn’t take years to make these things, it takes a little dedication.

So two nights ago I tried an idea I’ve been rolling around for a while.

So two nights ago I tried an idea I’ve been rolling around for a while.

So two nights ago I tried an idea I’ve been rolling around for a while. Three of my six players were challenged to a 3×3 duel by NPCs. I let my other three players play the NPCs making it a PvP (player versus player) session. I gave each NPC some warrior-esque moves. Everyone loved it. It really forced my players to learn and use their class moves in creative ways. But also it kept all the players participating, which is sometimes difficult with large groups.

Another thing we learned was that it is fairly hard to adjudicate between players what tags like “messy” “forceful” and “awkward” mean when their fighting each other. So we placed exact meanings on each of them.

Messy = on a hit, the victim loses 1 armor or takes a disability.

Forceful = on a hit, the victim takes a knee (-1 forward for them)

Awkward = on a miss, an ally is struck.

I assume this lack of concrete direction in terms of many DW rules is the major complaint people have in regards to DW lacking PvP. As well as things like my paladin trying to use voice of authority on the player controlled NPCs he’s fighting… 

Has anyone else had to do anything like this?

I like that there is at least some interest in the monk class, I mean it was the option I voted for in Melissa…

I like that there is at least some interest in the monk class, I mean it was the option I voted for in Melissa…

I like that there is at least some interest in the monk class, I mean it was the option I voted for in Melissa Fisher’s latest poll. That’s because it was a common AD&D alternative class back in the halcyon days of 2.5e. (I think the major martial arts films had some influence here) Anywho, here are some Immolator moves I made. I have promised my players that they can choose their element/theme if they make an immolator (air, earth, fire, water)

INNER FIRE – your body generates heat that resist cold. Survive a blizzard in a babydoll. You will never die of hypothermia. This fact grants either you alone a +2 to wilderness survival checks or you and a party of up to 7 a +1.

SEARING GLARE – when you calmly intimidate someone while making eye contact with them you may use CON or WIS to parley.

BURNING TRUTH – when you spend an hour or so meditating about someone you have a bond with, you may ask and receive a real vision of their past relating to 1 their deepest secret 2 their greatest fear or 3 their one true desire. If you reveal this information to them, either write a negative bond with them or roll + CHA to try and write a positive or cautious bond.

SHROUDED IN SMOKE – when you have already hypnotized someone, you may choose at the onset of any later encounter with them to be visible to them or not. If not you must not overtly do something that would normally draw attention to yourself and they will act as though they cannot see you and do not know that you are in their presence.

CLOAKED IN FLAME – after you have hypnotized someone, you can easily, by subtle suggestion, convince them of your absence in any given past encounter with them so long as they can make sense of the events of the encounter without your presence. You cannot convince them that events unrelated to your presence did not occur. (e.g. “I wasn’t there, that wasn’t me” and not “that didn’t happen, that didn’t happen.”)

HEAT OF PASSION (requires ritual move) – if you ritually prepare your body with a weapon, that weapon cannot harm you for the next day or night. The preparation takes half a day or night. The usual ritual penalties do not apply.

FIERY HATRED – as above but you may pick two weapons for four days or four weapons for two. The weapons are still required for the ritual which still takes half a day or night.

HEAT RISES – through ritual meditation and concentration you gained the ability to levitate a few inches off the ground with intense focus. This may happen spontaneously when in danger. Take +1 to defend and defy danger DEX so long as you have at least 1 use of your burning brand.

HEARTS OF FIRE – It takes the raw materials and a day, but you can make a precious gem of your choice given the opportunity to collect its raw resources and given that you take two disabilities. The gem is worth a 3d8x10 coin.

FLAME STRIKE – You may suck the fire out of an opponent by touch. Deal an extra d4 damage when attacking with your burning brand.

hot head – you are immune to stun damage from physical attacks.

COLD HANDS WARM HEART – take a thief move, not a multi-class move.

Just wanted to share some of my custom moves for my campaign setting.

Just wanted to share some of my custom moves for my campaign setting.

Just wanted to share some of my custom moves for my campaign setting. I’m adding 12 to each class since it seems like there just isn’t enough. Would love to see more moves in Inglorious. Let me know what you think.

Barbarian – They’re not as survivable as a fighter or Paladin, but what they lack in durability they make up for in “THAC0.” They let their determination and single-mindedness guide them. Negatively or positively, they always tend to impress. And one doesn’t survive in the wild without super-human senses. – magic buddy

RIP & TEAR – take a third bard, fighter, or thief move. No multiclass moves.

EAGLE EYES – If you spend at least a minute scanning for something hidden in front of you or if  you don’t but there is a creature hiding in your presence, you see it.

OWL WINGS (requires Panther Patience) – When in an area that you can hide, and on a successful check, you can only be detected by sight from direct eye contact, sound by those that can hear your heartbeat, and scent by creatures that have tracked you or something you possess by scent before. This also confers a +1 bonus to checks made to sneak up on someone.

WOLF CUNNING – when waiting around to satiate one of your appetites, nothing can dissuade you, including pain, threats, fear, exhaustion, boredom, etc. If you successfully use this move to attain your appetite and are subjected to at least two such hardships, mark XP.

TIGER LEAP (requires On the Move) – you can leap twice as far as most other men of your stature and strength. In this way, you may catch foes who have not fought your kind before by surprise once at the start of a combat, despite them being fully aware of you. 

PYTHON GRIP – when in pursuit of one of your appetites your effective strength for holding on to a thing or person is doubled. No single man, by hand or tool, may release your grip without destroying your hands/arms or wounding you. Two men roll without any aid bonus.

BEAR HUG – when wrestling you may deal your damage or a disability. If you can bite or roll your enemy into hard objects, your damage is messy as well.

VIPER STRIKE – when caught surprised or defenseless, but otherwise able to attack, and someone deals you damage while within your arms reach, deal yours back for free.

BERSERK – when in combat gain 6 hit points for its duration. At the end of the combat, or a moment after, take 6 damage and a debility. If this drops you below 1 hp and you survive your ordeal with death, mark XP.

RAGE – when in combat and in pursuit of one of your appetites, immediately subtract 2 hit points, but increase your damage die to a d12 for the rest of the encounter.

WHAT THE HELL ARE YOU? – your senses are so keen that you are highly susceptible to the super-natural. When near a source of divine or arcane magic you may choose to stop what you’re doing and enter a trance-like state, roll + WIS. On a success see a vision of the source’s origins, its current undertakings, or its future plans. On a partial success it takes notice of you. On a 12+ see two visions and mark XP.

TRUE SAVAGE – increase an attribute by 2 permanently.

The updated equipment list I’ve been using with my group.

The updated equipment list I’ve been using with my group.

The updated equipment list I’ve been using with my group.

Long Bow = near, far, +1 damage, awkward 100c/2w 

Arbalest & windlass = near, far, +1 damage, reload, +2 piercing, awkward 90c/4w 

Stiff Dagger, Long Knife = hand, +2 piercing, precise 3c/1w 

Falchon, Pick, Morning Star = close, messy 10c/2w 

Scimitar/Bastard Sword = close, +2 piercing, finesse 50c/2w 

War Sword, Poleaxe = close, two handed, messy +1 damage 20c/3w 

Bardiche = close, two handed, forceful, messy, awkward +1 damage 23c/4w 

Lance = reach, awkward (couched), forceful when used from horseback 8c/3w 

Pike = near, 2 handed, awkward 7c/2w 

Great Sword = reach, 2 hnd, messy, awkward, +1 dmg 29c/5w 

Great Club/Maul = reach, 2h, forceful, awkward, +1 dmg 15c/5w 

 

Padded = +1 but does not protect against weapons with messy tag6c/0w 

Leather = +1 but does not protect against weapons with the forceful tag 8c/1w 

Mail +1 armor 20c/2w 

Scale/lamellar/Plate Mail = (mostly mail) +2 or +1 against forceful tagged weapons 25c/2w 

Brigandine/Half Plate = (mostly plate) +2 50c/3w 

Field Plate = +3, clumsy 350c/4w 

Full Plate = +4, clumsy, no stack w/shield (except for purposes of piercing) 500c/6w 

Helm = avoid stun on soft fails 7c/0w 

Great Helm = avoid stun on soft or hard fails 20c/1w 

 

Buckler = defends against hand and close weapons (forearm length in diameter) 6c/1w 

Target = defends against hand, close, and reach attacks (shoulder to hip) 8c/2w 

Kite = defends against hand, close, reach, and near attacks (chin to knee) 10c/3w 

Tower = defends against hand, close, reach, near, and far attacks (nose to toe) 14c/4w 

 

Crude = -1 piercing for weapons or breaks easily for armor. (on hard fails.) Half cost. 

Steel = +1 piercing for weapons or -1 weight for armor. Double cost 

So I’m getting a little over excited about Inglorious coming out.

So I’m getting a little over excited about Inglorious coming out.

So I’m getting a little over excited about Inglorious coming out. Can’t wait to see what’s in it/how it works. In the mean time I’ve implemented this with my group. Let me know what you think.

When a unit that you command or follow is of . . . type and does . . . maneuver, roll. 

Archers, rain of arrows, (Required: shield wall or stakes)

Success= immobilize enemy, Success But= weaken enemy, Failure= engage enemy,  

Light infantry, charge (Required: mixed w/archers)

S= weaken enemy, SB= weaken enemy and disassemble, F= get trampled, 

Heavy infantry square, push through enemy line (Required: professionalism/training)

S= push enemy back, SB= lose half men, F= panic 

Light cavalry, false retreat (Required: some lancers)

S= surround enemy, SB= lose some troops, F = false retreat turns real

Heavy cavalry, charge (Required: infantry screen)

S= enemies retreat, SB= engaged in melee, F= surrounded

Any force, Encircling (Required: double enemy’s force or equal if mounted encircling infantry)

S= Enemy panics, SB= Enemy is flanked, F= you are flanked 

First attempt at trying to make “old-looking” character sheets.

First attempt at trying to make “old-looking” character sheets.

First attempt at trying to make “old-looking” character sheets. Didn’t go perfectly but hopefully my group likes what I did. I did the portraits on a tablet based on their descriptions. It’s all on my deviant art page, feel free to use it for your characters/NPCs. sirsavage.deviantart.com

Hey guys, what do you think of my modified equipment list?

Hey guys, what do you think of my modified equipment list?

Hey guys, what do you think of my modified equipment list? I wanted to make the players’ choices meaningful while staying true to the DW idea of minimal roll modifiers. But I can’t seem to help myself from adding a little D&D 2.5 to anything and everything. Thanks for any input!!!

Long Bow = near, far, +1 damage, training 100c/2w

Arbalest & windlass = near, far, +1 damage, +1 piercing, reload 90c/4w

Stiff Dagger, Long Knife = hand, +1 piercing 3c/1w

Falchon, Pick, Morning Star = close, +1 piercing, messy 10c/2w

Dueling Rapier, Scimitar, Bastard Sword = close, +1 piercing, finesse 50c/2w

War Sword, Poleaxe = close, two handed, +1 damage, +1 piercing 20c/3w

Bardiche = close, two handed, forceful, +1 damage, +1 piercing, slow, messy 23c/4w

Lance, Pike = reach, near, two handed(or couched), forceful, +1 piercing 8c/3w

Flamberg = reach, two handed, forceful, +2damage, +1piercing, slow, messy 29c/5w

Padded +1 slashing, piercing, and if plate(helmet) added: bludgeoning 6c/0w

Leather +1 bludgeoning, piercing, and if plate(helmet) added: slashing 8c/1w

Mail +1 armor 10c/1w

Plate Mail +2 slashing, piercing, +1 bludgeoning or +2 w/g. helm 25c/2w

Mail(or Leather w/ G. Helm) and Plate +2 armor 50c/3w

Full Plate +3/+4 no stack w/ shield except for purposes of piercing w/g. helm 350c/4w

Buckler = defends against hand and close weapons 3c/1w

Target = defends against hand, close, and reach attacks 4c/2w

Kite = defends against hand, close, reach, and near attacks 5c/3w

Tower = defends against hand, close, reach, near, and far attacks 7c/4w