Looking for some players for a game in about 45min (6:30pm PDT)
I’ll be running a Fate/Dungeon World homebrew.
Interested? Have a fantasy concept in mind and hit me up!
Looking for some players for a game in about 45min (6:30pm PDT)
Looking for some players for a game in about 45min (6:30pm PDT)
I’ll be running a Fate/Dungeon World homebrew.
Interested? Have a fantasy concept in mind and hit me up!
Hello everyone!
Hello everyone! I’m the guy writing the Fate version. I thought I would post some information about what I’m doing, and a quick preview. If you have any questions please sound off in the comments.
Fate Core
Inverse World Fate will be using Fate Core. The book is being written for people who haven’t checked it out yet, with a quick primer and no fancy new tricks in the base character creation rules. If you don’t know Fate Core, you’ll probably still want to get it for an in-depth look at aspects and such, but you should be able to play Inverse World Fate without it.
Converting Inverse World
The short version is I am converting as many moves as I can into stunts. Some of them don’t necessarily need a stunt, because Fate skills cover it: for example, the Collector’s Curiosity move as written is basically an Investigation check. In those cases, I am either writing something similar that fits the spirit of the move, replacing it with something else, or sometimes just dropping it.
There will be a lot of other stuff in this book (basically as many extras and alternate character rules as I have time for before Brandon Schmelz tells me “stop faffing about and give us the Goddamn book”) but I hope you guys like lists of stunts.
The Class Thing
Okay, so there are no classes in Inverse World. What is the deal?
Here is the deal: Stunts converted from classes are listed together. If you have an aspect that justifies it, you can take those stunts. Or you can just reskin the stunt and use it anyway. Some stunts have requirements, mostly out of necessity – stunts that improve the Mechanic’s suit need you to have the suit first, for example.
Short Preview
Here are some stunts! Feel free to pick them apart.
Cutting Remark: You get +2 to Fight attacks, provided you can make a quip or pun that gets a reaction from the rest of the table. If someone laughs, you get +3.
Acting Natural: You can spend a Fate Point to use Guile instead of any other skill for one roll, provided there’s at least one other person in the scene who isn’t aware that you have absolutely no idea what you’re doing.
It Keeps Happening: Once per scene, when you’re being chased, you can declare that an obstacle appears in your path (like a fruit cart, two men carrying a sheet of glass, stairs, or anything else that fits in context). In addition to your action, you can roll Mobility to overcome this against Fair (+2) opposition. If you succeed, you get a boost. If you succeed with style, your roll can be used as a physical attack against your opponent with the obstacle. If you fail, your opponent gets a boost.
Oh No You Didn’t: If someone makes a deal with you and doesn’t uphold their end, you can place an aspect on them to represent that debt. You can invoke this aspect once per scene on any action taken to catch up or settle the score until you get paid, get payback or have a good reason to let them go. You can only place one of these aspects at a time.
The Big Red Button: You have a Big Red Button installed in your suit. Once per session, you can dramatically slam your fist onto the Big Red Button. Whatever action you are performing automatically gets the highest possible dice result, and if it’s a suitably dramatic moment, any defense roll against it cannot be invoked on.
Imperial Background: You have connections with the military of a certain nation. When you use Connect to create advantages, you can choose to make a failure a success at a cost, a tie a success, and a success a success with style. However, if you do so the person you find has the aspect Blind Patriotism towards the nation you are associated with.
Red Shirt: Your crew starts each adventure with a redshirt. This redshirt can take a single moderate consequence for you, your allies or your ship.
I’d like to hear what’s up with World of Inverse.
I’d like to hear what’s up with World of Inverse.
Using index cards with room/danger descriptions and GM Moves written on them as a random dungeon generator.
Originally shared by Adrian Thoen
Using index cards with room/danger descriptions and GM Moves written on them as a random dungeon generator. Write a whole bunch out in preparation, and then when players move into a new area, flip a card to reveal the next room!
The idea is stolen from the upcoming +inverse world book by Jacob Randolph and Brandon Schmelz
On the cards:
Burning Chasm
Molten rock flows through fissures down into the river of lava at the bottom of the chasm. Thick, black smoke rises from the molten river below to choke those that attempt to cross the chasm.
Instinct: to burn them
-Halt them with a wide gap.
-Endanger them with molten lava.
-Choke and blind them with black smoke.
Crumbling Cave
The cave’s walls and ceiling shudder and rain pebbles & stones with alarming regularity. Darkness extends beyond the light of your party, and you can hear echoes of rustling movement out in the darkness…
Instinct: to suffocate and crush in darkness
-Rumble and rain pebbles ominously.
-Separate them or endanger them with a cave in.
-Spew forth your inhabitants.
-Extinguish their light.
So we’re roughly in mid-July…what’s the status of the book?
So we’re roughly in mid-July…what’s the status of the book?
Inverse World Trip Report!
Originally shared by Adrian Thoen
Inverse World Trip Report!
Our regular monthly Pathfinder game was a few too many players short this evening, so instead our pathfinder GM asked if the others wanted to play Dungeon World instead. I was happy to GM, and asked if they wanted to play our regular DW game, or try something different. They were happy to try something different as a one-shot, so we looked through the Inverse World playbooks and a few others.
While I hunted down the Inverse World introductory text, the players created a Survivor named Roland, a Mechanic named Kellor, and a Treekin Giant named Eric.
The Players set bonds, and I read the Inverse World Blurb and got to asking questions.
The Treekin Giants were very rare, mostly only heard of as servants of nature in history, The Mechanic had a patchwork suit cobbled together from bits of ancient technology and his own inventions and the Survivor’s island had turned on itself, society devolving into chaos.
I asked they group “You’re all running away from some very angry villagers. What did you do to make them so angry?” The Mechanic was responsible for selling his dangerous and faulty inventions to the villagers, the survivor reminded them of something terrible, and the giant accidentally broke their sacred monument.
After a perilous run through a crevasse with rockfalls, the trio managed to hijack a skyship and escape the island, leaving the ship’s captain and most of the crew behind. After some discussion, the trio bribed the 3 remaining crew with wealth and a magical item take them to Irongate, a nearby Island City.
Along the way, in the shadow of an island far below and through thick mists, sky pirates attacked from above, and were swiftly slaughtered by the Trio. After some further discussion, the plan to go to Irongate was abandoned, in favor of interrogating the location of the pirate’s hideout from some surviving attackers, so the Trio could loot the pirate treasure, and perhaps steal a ship for themselves!
They gained some information about the hideout, that it was in an island that had ‘flipped’ centuries ago, plunging the forest into darkness and killing it, and dropping the town and it’s citizens down into Sola. There was a narrow cave on the underside that lead to a cavern where the pirates had their own little town. The also were told that the pirate captain was both less and more than human.
The Trio hatched a plan for Eric the treekin to magically grow a path of trees on the underside of the island to make a walkway so they could sneak in, and the made it with a few close calls. During the infiltration of the cavern, the Survivor was doused in flammable alcohol, the Mechanic showed a proficiency for sneaking and starting fires, and the treekin a habit of jumping into the town center, and sending his carnivorous ambulatory luggage after terrified pirates. The rum-soaked Survivor was set on fire. a lot. And then had a building dropped on him. And then hit by a giant water barrell. A lot of this was thanks to the Mechanic.
After setting the town of fire, the Trio had sufficient distraction to find the Captain’s manor and break in. Breaking in consisted of the Treekin smashing the door and most of the doorway into oblivion. As Eric entered, I described that the door and the furniture inside seemed too big for a normal person – and it turned out the Pirate Captain was a giant stone Jaguar Golem, that cold-cocked the treekin in the back of it’s trunk.
A brutal fight broke out, and was finished after some savage blows when all three of the Trio hit the Jaguar at once, obliterating it and taking damage when exploded.
They then found the secret entrance to the Captain’s Stash, navigated a few traps, and made off with an impressive haul.
They escaped the burning town and stole the largest, finest ship, rendezvoused with the sailors and the other ship, gave them some treasure and a sapling from the Treekin, and went to IronGate to get some answers about the strange artifacts they found in the Captain’s treasure.
They now have an adventure to steal some sacred books, buy the help of a famous bard, and get a disgraced Lantern to help them bring Tree Life to the worldcrust.
Hi to the community!
Hi to the community! Just a quick question: I missed the IW kickstarter by a couple of days…Can the game already be bought? I would mostly be intrested in the core playbooks 🙂
What preconceptions are people forming about how the the inverse world works?
What preconceptions are people forming about how the the inverse world works? how does uprain work? why don’t the islands fall down? how big is your average island? What is that cloudsea they’re always on about? Is there a day night cycle? Do the islands orbit sola? Are there standing water bodies in the inverse world and how do they exist?
Quick question on the Lantern.
Quick question on the Lantern.
Hand me Down says when you Reveal the Way to your Little Light, you use the 10+ result. But what does this mean and how does it work?
If it when communicating with it to do what you want, like change shape into the weapons or bend light, rendering those move rolls non existant, ((oh dear)).
I just can’t think how it works.
Sometimes.
Sometimes…. I think Inverse World shows way more, what Dungeon World is capable of, than DW itself. Is that strange?
DW seems to be full of restrictions (with races attached to the classes), which IW doesn’t share, the focus on exploration and movement enabling such classes like the Skydancer, or the Collector …
Just …
Wow!
It’s like DW all over again, but (for me) even better!