Ron Edwards’ two posts on The Forge regarding “Fantasy Heartbreakers” has got me taking a very critical look at my…

Ron Edwards’ two posts on The Forge regarding “Fantasy Heartbreakers” has got me taking a very critical look at my…

Ron Edwards’ two posts on The Forge regarding “Fantasy Heartbreakers” has got me taking a very critical look at my most recent projects… Both at work and for DW.

Probably very old news to some (the articles were posted over ten years ago), but still hold some good advice for game developers!

First article: http://www.indie-rpgs.com/articles/9/

Second article: http://www.indie-rpgs.com/articles/10/

I dunno if anyone else is working on it for #paladinweek  but it has to be done; the Anti-Paladin?!

I dunno if anyone else is working on it for #paladinweek  but it has to be done; the Anti-Paladin?!

I dunno if anyone else is working on it for #paladinweek  but it has to be done; the Anti-Paladin?!

Jordan Richer mentioned last night that his GM came prepared for a new session with just two sentences.

Jordan Richer mentioned last night that his GM came prepared for a new session with just two sentences.

Jordan Richer mentioned last night that his GM came prepared for a new session with just two sentences.

I might take this a step further for our office campaign and choose two lyrics from two randomly selected songs. Here’s what I got:

And there ain’t no day, and there ain’t no night

“Into The White” – The Pixies

Turn your back on mother nature

“Everybody Wants To Rule The World” – Tears For Fears

This terrifying hooligan was the ultimate baddie in our office campaign!

This terrifying hooligan was the ultimate baddie in our office campaign!

This terrifying hooligan was the ultimate baddie in our office campaign!

Krix Fouldoom is a particularly vicious pit-fiend, though he would likely prefer the term “badass mofo”. He can be found in deep pits and dungeons, usually looking to trade with some slavers, or to find a band of “nerdy” adventurers to pick on.

In combat, Krix uses his mighty flaming broadsword, which he aptly named “awesome flaming sword of fire”. He’s a fierce warrior and will never give up… he can’t afford to be seen losing to a bunch of sad geeks!

When not tormenting adventurers on the material plane, he can usually be found on one of the Nine Hell’s beaches; showing off his “sweet ink” and trying to mingle with the stars of Hellfire Shore.

Stats: http://codex.dungeon-world.com/monster/631006

CC BY NC SA

A little something different for #WizardWeek  – a new Hireling!

A little something different for #WizardWeek  – a new Hireling!

A little something different for #WizardWeek  – a new Hireling!

CULTIST

Cults used to be quite common throughout Darkmoor, but since the fall of Mordred, many of the Old Gods and unknowable entities worshipped by cultists have been outlawed, or at least fallen into disrepute. The resulting overflow of aimless cultists has lead to an explosion of (often bizarre) start-up cults, each in direct competition with the next for followers, funds, and prestige.

With novel cults come unfamiliar rules and tenets, which can be all too confusing for the newly initiated. Many cultists are expelled almost as soon as they join a cult, and are ever on the search for a clan that will finally accept them. These individuals usually have to resort to hiring on as dungeon guides, arcane assistants, cheap labour, and as general minions.

Minion Lore – When a cultist aids you to discern realities in a dungeon or other locale that employs cultists, you may opt to take +1 from their aid.

Ritual Attendant – Before attempting to cast a ritual, you may make use of the Cultist’s aid to remove It will require a lot of money OR It’s going to take days/weeks/months from the list of conditions the GM may choose from. Whether or not the ritual is successfully completed, reduce this skill by -1. Once it reaches zero, the cultist is of no more use in ritual casting.

Defy Danger as a Stealth Move

Defy Danger as a Stealth Move

Defy Danger as a Stealth Move

It’s a bit late for #ThiefWeek , but I wanted to post my thoughts on why I like Defy Danger as a choice for stealth moves. I still like the various custom moves out there (including my own), but the fact is that most of what is required of such a move can be easily handled by Defy Danger.

I’m an advocate of divorcing stealth from Dexterity, so DD’s use of different stats for different situations is perfect for me!

When we think of stealth as an action, we’re usually thinking of a thief hiding in shadows, avoiding guards, remaining almost invisible as they sneak around… and for those scenarios DEX is likely the right choice. But stealth isn’t just sneaking around – stealth is about secrecy. At the core of it, the character is trying to get something done while remaining unnoticed.

Actions like trying to blend in with a crowd, acting like you belong there – that seems more like a +CHA move to me. Or what if your stealth depends on not dropping that heavy (and loud) bag of loot? Wouldn’t the endurance required in that action suggest +CON?

Ugly Choices, Worse Outcomes, and Hard Bargains can cover a lot of interesting stealth-appropriate complications, such as: 

• The Guard still hinders your progress; or he lingers, or you didn’t make it all the way to the gate, etc. (Worse Outcome)

• You can move unnoticed, but you’ll fail to cover your tracks; someone’s going to know you were there sooner or later. (Hard Bargain)

• You’ll have to drop something important and leave it behind to remain unnoticed. (Ugly Choice)

Thoughts?

I’ll try to post some specific (and fun) examples in the comments later!

STEALTH MOVES

STEALTH MOVES

STEALTH MOVES

I set out to create a stealth move for Dungeon World as a challenge and to gain some experience in making up custom moves. Frankly, I think that Defy Danger is well-suited to handling stealth, but it seems that a lot of people were interested in something more dedicated.

Others have made some decent Stealth moves but I found that most fell into one of two camps: “Hide In Shadows”, or “Sneak”. I wanted to create a single move that would work for both situations; hiding in one place, or moving undetected.

Hide & Sneak

When you attempt to remain undetected by an obstacle, roll+DEX. On a 10+ the obstacle remains unaware of your presence. On a 7-9, you’re still hidden, but choose one:

– You’re still hindered by the obstacle

– You fail to cover your tracks

– You lose something valuable

The obstacle could be a patrolling guard you’re attempting to sneak past… or hide from. Either way, if you’re still hindered by the guard (as per a 7-9 result), they’re either still in your way as you try to sneak around, or they stop and have a smoke break right in front of your hiding spot!

I’ll post more about my thoughts on using Defy Danger later this week.

#ThiefWeek  

#MagicItemMonday

#MagicItemMonday

#MagicItemMonday  

Orb of Ostrychian Arcana

0+ weight

Discovered amongst the ruined pyramids of their once-great empire, the Orb is a typical Ostrychian artifact – its power comes with a heavy cost. When the Orb is near a spellbook or scroll, it will be drawn to it as if by powerful magnetism. Once in direct contact with the item it will absorb the entirety of its contents and burn right through the original, consuming it completely. The Orb starts as a marble-sized sphere of impossibly reflective silver. With each spell that it absorbs it grows in diameter by about 1mm.

Evidence gleaned from tablets found at various Ostrychian sites suggest that the orb once grew to the size of a city. No mention has been found of how this situation was resolved; but popular theory surmises that the Orb released all of its arcane energies in a single cataclysmic blast, putting an abrupt end to the empire.

When you spend uninterrupted time (an hour or so) in quiet contemplation of the Orb, you can hold up to a total of +X, where X equals your spellcasting level.

When casting a spell while holding the Orb, you cast any spell of your spellcasting level or lower that has been absorbed by the Orb. Spend 1 hold and roll+INT, • On a 10+, the spell is successfully cast, • on a 7-9, the spell is cast, but the GM will tell you one:

• Use of the Orb draws unwelcome attention.

• The Orb requires some form of compensation for its service.

• You grow more dependent on the Orb’s power.

It’s weight starts at 0, but will increase proportionately with it’s size; a grapefruit-sized Orb will have 1 weight.

CC-BY-SA

#MagicItemMonday

#MagicItemMonday

#MagicItemMonday

Tetanus, Iron Dirk of the Giants

close, two-handed, forceful, 3 weight

Found frozen in the Great Ice Shelf, North of the Cloudspear Mountains, Tetanus was first believed to be the exceptionally large two-handed weapon of Goram, the giant-killer. Badly corroded, it remained on display at the university of Hammerfall for decades, until a scholarly visitor noted that the notches on the rusty iron blade suggested it was used to stab, not cut. After renewed research, it was discovered to be Tetanus, the Iron Dirk of a legendary giant thief.

Tetanus counts as a two-handed sword in the hands of any (roughly) human-sized creature. It increases the damage die of the wielder to d12, and has the forceful tag.

When the Iron Dirk deals damage, the target will be stricken with the shaky debility until healed by a rare runic spell found only in the Northern villages of Enuflheim. When wielded with bare hands, the same effect may apply to the careless swordsman.

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Here’s a little drawing of an Orc “Eco-Wizard” (aka Druid) from Darkmoor. #DruidWeek

Here’s a little drawing of an Orc “Eco-Wizard” (aka Druid) from Darkmoor. #DruidWeek

Here’s a little drawing of an Orc “Eco-Wizard” (aka Druid) from Darkmoor. #DruidWeek