Hey folks.

Hey folks.

Hey folks.

I have a player who selected the Mage. They’re used to D&D-style prepared casters, so they’re kinda floundering with how open the spell casting is. On top of that, they think the choose 1 on 10+ and choose 2 on 7-9 makes them seem incompetent.

I realize the 10+ one is there to balance out how versatile the move is, but with such an unhappy player I’d like to see if there’s any way to “fix” things.

I was thinking either something based on the Bard’s Arcane Art, or finding a way to make the choose 1 optional for a small boost.

Maybe set it up such that a spell affects a single target or a small area, or the Mage can choose 1 and have it affect many targets or a large area. Maybe codifying mechanical effects would help, too.

Any ideas?

I’d like to make sure that I grok Fronts and that I’m not making any egregious errors with these.

I’d like to make sure that I grok Fronts and that I’m not making any egregious errors with these.

I’d like to make sure that I grok Fronts and that I’m not making any egregious errors with these.

First Session: The PCs are investigating a cult of water-themed necromancers with an artifact of the sea-god the Priest of the party worships, a large silver Scrying bowl. They fought a zombie sea-serpent in a large cave, and the party Mage heard a malevolent voice in his head directing him to find the voice’s sanctum. The party was alerted to the location of the artifact by a mysterious beggar.

The Fronts:

Adventure: The Cult of the Deep Death

Cast

– The Beggar

– Sharad, Sahuagin Baron

– Arkos, Deep Priest of Taigon

Stakes

– Will the Sahuagin escape to infiltrate Reefton?

– Will Rasputin the Mage accept Tlazhocatl’s Bargain?

– Will Arkos break the seal?

Danger: Warren of the Sahuagin

Type: Cursed Place – Shadowland

Instinct: To corrupt or consume the living

Impending Doom: Usurpation

Grim Portents

– The Sahuagin have found a suitable victim

– The Sahuagin complete their vile experiments

– The Sahuagin escape into an underground river

Danger: The Voice of the Deep

Type: Arcane Enemy – Ancient Curse

Instinct: To ensnare

Impending Doom: Impoverishment

Grim Portents

– The Voice tempts Rasputin (checked)

– The Voice offers its boon… for a price

Danger: Rites of the Cult

Type: Horde – Cult

Instinct: To prepare the way

Impending Doom: Destruction

Grim Portents

– Arkos communes with the Eye

– Arkos fills the Eye with sacrificial blood

– Arkos casts the Eye into the Maw and becomes the Child of the Deep

Campaign

Cast

– Aresceth, The Hungry Voice, God of Entropy

– Tlazhocatl, ancient aboleth

Stakes

– Will Arasceth unmake creation?

– Will Tlazhocatl reform the world in his twisted image?

Danger: Aresceth, Breaker of Chains

Type: Planar Force – Elemental Lord

Instinct: To tear down creation to its component parts

Impending Doom: Destruction

Grim Portents

– The First Seal is broken

– The Second Seal is broken

– The Third Seal is broken

– The Final Seal is broken and Aresceth slips his bonds

Tlazhocatl, the Remaker

Type: Ambitious Organization – Cabal

Instinct: To absorb those in power, to grow

Impending Doom: Usurpation

Grim Portents

– The Cult of the Remaker establishes a foothold in Reefton

– The Cult of the Remaker operates openly in Reefton

– The Cult of the Remaker is in charge of Reefton

In short, it’s Temple of Elemental Evil meets Shadow over Innsmouth. Tlazhocatl is trying to manipulate the party into releasing and then defeating Aresceth so it can turn reality into its own twisted perversion of a paradise.

My questions;

– How are my Grim Portents? I tried to make them the “To Do list” of each of the dangers, and to not rely on any particular PC action.

– Should I add another Campaign Danger?

– How are my stakes?

– Do you have any special idea that might mesh well with these?

Thanks!

So, I’ve been modifying the loadout of Specialties from Class Warfare for my personal use.

So, I’ve been modifying the loadout of Specialties from Class Warfare for my personal use.

So, I’ve been modifying the loadout of Specialties from Class Warfare for my personal use. I’ve decided I’d like to make a character sheet to use with it, and I have a few options.

First, a little background on how I intend to use CW. I’m going to have it as an alternate character-building method in parallel with a more typical class loadout (the standard selection, – Cleric, Wizard, + Artificer, Mage, Priest from the Alternate Playbooks document). In addition to the specialties, I’m creating what I’m calling Racial Specialties. They operate like a normal Specialty, except:

– they count as being part of each archetype.

– any PC that is a member of that race can select moves from the specialty as if it were a Compendium Class

– any PC that is a member of that race can choose the racial move from that racial specialty in place of one offered by their class.

My first option, and the one that requires the least up-front work, is to create a blank general sheet, and to include spaces for page references.

The second option is a bit more involved. One of the big criticisms I’ve seen over Class Warfare is that it runs counter to the design aesthetic of Dungeon World. Classes in DW are built to be picked up and played, whereas building a character using Class Warfare involves a lot more work. Part of that is intentional – some people like to tinker – but I feel I could find a way to get all the benefits of CW with most of the benefits of the standard Playbook approach. In particular, I’m thinking of creating cards or sheets containing the specialties, complete with checkboxes like a standard playbook. Then, when a player would choose to make a character out of specialties, they’d just take the sheets matching those specialties and go. I already plan on doing something like this with Racial Specialties, such that they can be used easily with standard playbooks, but I’m wondering if going through the additional formatting work for the other specialties is worth the effort.

So; supposing you were going to play in a Dungeon World game that featured the option to build characters using Class Warfare, which would you prefer; the simpler but more reference-heavy General Sheet approach, or the more involved but faster Playbook approach?

After reading Class Warfare, I had an idea for Racial Specialties.

After reading Class Warfare, I had an idea for Racial Specialties.

After reading Class Warfare, I had an idea for Racial Specialties. This is my first draft, covering only the 4 “core” races. Ultimately, they work very similar to the Racial Compendium Classes I’ve heard people spitballing over, with a couple notations to make it mesh well with CW.

Thoughts?

http://astralarchivist.com/manager/files/racial_specialties.txt

I recently picked up Class Warfare, and I love it!

I recently picked up Class Warfare, and I love it!

I recently picked up Class Warfare, and I love it! I only have one issue with it, and that’s that I absolutely love the Mage and the Priest from the Alternate Playbooks document. I’d like to rework some of the specialties in a personal version of the document, as well as work a couple of ideas I’ve had and some stuff from some of my favorite playbooks, and I’d like to avoid retyping the whole thing if possible.

I see in the book both that it mentions this G+ community and that it’s released under the Creative Commons. If a manuscript version of this exists, could someone point me to it?

Johnstone Metzger 

Thanks for the help!