If I ever make a Witcher class for DW (and I probably will), this will be one of its moves:

If I ever make a Witcher class for DW (and I probably will), this will be one of its moves:

If I ever make a Witcher class for DW (and I probably will), this will be one of its moves:

They both are for monsters

When you discern realities about someone or what they did, and roll a 7-9, you still get to ask three questions, but one of them must be “Who’s hiding a horrible secret here? Give me a clue about that.” You just can’t seem to meet decent people.

I’ve been noodling with the monster creation rules, and decided to stat up some Lovecraftian beasties for fun.

I’ve been noodling with the monster creation rules, and decided to stat up some Lovecraftian beasties for fun.

I’ve been noodling with the monster creation rules, and decided to stat up some Lovecraftian beasties for fun. How do these look to y’all?

Dark Young of Shub-Niggurath

Solitary, Huge, Terrifying

Ropy tentacles (d10+3 damage) Close, Reach

20 HP, 1 Armor

Special Qualities: Exquisite loathsomeness

Instinct: To serve its mother

 Bite with its many puckered maws

 Trample a victim beneath its hooves

 Resemble a tree

Deep One

Group, Stealthy, Intelligent, Organized

Claw (d8 damage) Close

10 HP, 1 Armor

Special Qualities: Amphibious, Immortal

Instinct: To breed

 Call others of their kind from the sea

 Execute a prodigious leap

 Conspire and infiltrate

Gug

Solitary, Large, Intelligent

Double claws (b[d10+1] damage) Close, Reach, Messy

16 HP, 1 Armor

Instinct: To make a blasphemous sacrifice

 Deliver a savage bite

 Drag a victim back to its underworld city

Hound of Tindalos

Solitary, Planar

Proboscis (d10 damage) Close

12 HP, 0 Armor

Special Qualities: Teleportation, Time travel

Instinct: To hunt

 Track its intended prey through time and space

 Emerge from a fixed angle

 Excrete blue ichor

Mi-Go

Group, Stealthy, Intelligent, Organized

Nippers (d8 damage) Close

6 HP, 3 Armor

Special Qualities: Wings, Interplanetary travel

Instinct: To experiment

 Swarm

 Wield an electric gun

 Adopt a disquieting humanoid disguise

 Extract and encase a living brain

Shoggoth

Solitary, Huge, Construct, Ancient, Amorphous, Terrifying

Constrict (d12+4 damage) Reach

27 HP, 1 Armor

Special Qualities: Maddening ululation

Instinct: To rebel against natural life

 Gibber a madness-inducing cacophony 

 Engulf and consume

Inspired by this post: https://plus.google.com/u/0/103931249482133015172/posts/L614JmX8WuP

Inspired by this post: https://plus.google.com/u/0/103931249482133015172/posts/L614JmX8WuP

Inspired by this post: https://plus.google.com/u/0/103931249482133015172/posts/L614JmX8WuP

Ice lich

Solitary, intelligent, terrifying

In the frozen lands, some shaman and sorcerers have learned how to freeze part of their soul in ice to serve as a sort of “anchor” when performing large acts of magic, such as performing a dangerous ritual or exploring the spiritual realms. It is a very dangerous practice, because if you leave your soul in the ice too long, it will itself begin to freeze. The sorcerer becomes cold himself, harsh and uncaring as the frozen wastes he calls home. He becomes the embodiment of the frozen wastes, a horrifying desicated being whose only goal is to eliminate the heat of life from the world. Motivation: cover the world in ice

Ice shard spell: 1d10 damage, far

• Trap a foe in summoned ice

• Call forth the arctic winds

• Freeze a foe’s blood with terror

• Animate the corpses of the frozen dead

• Keep coming back until its frozen soul is melted

https://plus.google.com/u/0/103931249482133015172/posts/L614JmX8WuP

I have been toying on making a *World hack for World of Darkness.

I have been toying on making a *World hack for World of Darkness.

I have been toying on making a *World hack for World of Darkness. I have discussed this with one of my friends, but we are uncertain how to pull it off.

Making up moves is easy, there’s an abundance of supernatural powers and effects. The hard part is choosing how classes should be structured.

Our first idea was to make “Werewolf” a class, for example, and make Tribe and Auspice what corresponded to alignment and race, but this just sits bad with me.

Then I thought that “Rahu” could be a class, but then we had to design 5 classes per splat we wanted, and I fear that two werewolf classes will look very much alike due to the fact that everyone shares a large amount of powers (aka moves).

How would you guys pull it off?

I’m sorry if it’s a bit off topic.

Hey folks – I thought I’d post some of the stats I’ve been using for running the old AD&D module “Steading of the…

Hey folks – I thought I’d post some of the stats I’ve been using for running the old AD&D module “Steading of the…

Hey folks – I thought I’d post some of the stats I’ve been using for running the old AD&D module “Steading of the Hill Giant Chief” for Dungeon World up at my blog. This first lot is for the giants, in addition to the Hill Giant in the Dungeon World book; I’ll post the hill giants’ minions and other critters next time. Hope you like them. 🙂

http://sarahnewtonwriter.com/2013/01/04/dungeon-world-a-handful-of-giants/

I’ve got the first draft of my Psion class ready for comment, I think.

I’ve got the first draft of my Psion class ready for comment, I think.

I’ve got the first draft of my Psion class ready for comment, I think. Inspirations for this include fantasy and sci-fantasy authors like Andre Norton, Marion Zimmer Bradley, Julian May, and Katherine Kurtz, and comic-book psychics back to Claremont/Cockrum X-Men and Levitz/Sherman Legion of Super-Heroes.

What I’m least certain about right now is the damage done by damage-doing moves. I’ve been testing it out and it seems to do okay, but I am sure there are things I’m missing. Be gentle, but be clear, so I can make it better.

In case you don’t have any d20s handy for Jeremy Friesen’s great random bond…

In case you don’t have any d20s handy for Jeremy Friesen’s great random bond…

In case you don’t have any d20s handy for Jeremy Friesen’s great random bond generator: http://www.random-generator.com/index.php?title=Dungeon_World_Bonds

http://www.random-generator.com/index.php?title=Dungeon_World_Bonds

I was wondering something.

I was wondering something.

I was wondering something. It’s a bit cheesy, I know, and I haven’t tried a game where players did it, so it’s more of a theoretical problem.

The bard can play his instrument to heal the wounds of others. The heroes are in a relatively peaceful environment. What would the consequences be when he gets a partial success when making an Arcane Art move?

You can only drop random encounters on them so many times before immersion breaks in two, especially when they are in a safe environment.

I could of course just allow it, having the bard heal the entire party every time they are “safe”, but it strikes me as dumb since it removes the need for the Make Camp move. Unless of course the idea behind this Make Camp is to let all groups have healing readily available, albeit at a time cost (as well as the negligible cost for rations).

How would you deal with it?

A Playbook Idea: the Doppelgänger

A Playbook Idea: the Doppelgänger

A Playbook Idea: the Doppelgänger 

I was rereading some old D&D modules this week, the A1–4 Slave Lord series, looking for some Dungeon World inspiration. A1 has at least two instances of doppelgangers almost casually inserted into some room encounters, with mention of their Instinct being (of course) to replace PCs. 

In thinking about how to pull that off in a DW game, it occurred to me: why not a doppelganger playbook? If/ when the doppelganger gets his chance to replace a PC, slip the player the different playbook, complete with its own moves, and maybe a few goals/ objectives to replace Alignment and/ or Bonds. The player completes a goal, mark experience. 

Thoughts? Ideas for doppelganger moves? Perhaps some fun ways to use Aid/ Interfere? What happens when the creature is inevitably discovered?

For those of you curious about the probability curve of 2d6 vs 1d6+1d8.

For those of you curious about the probability curve of 2d6 vs 1d6+1d8.

For those of you curious about the probability curve of 2d6 vs 1d6+1d8.

Obviously success is more likely. But when pursuing an appetite the d8 will be greater than the d6 60% of the time – which means complications gallor.

Another interesting note is that the d6+d8 is much better for achieving success when checks are made at -2 or -1. And while it is always better to have a d6+d8 for achieving success, the difference in probability of success diminishes as your bonuses increase.