Hi folks – just found the community, a week after discovering Dungeon World, which I’ve been having a blast with. :-)

Hi folks – just found the community, a week after discovering Dungeon World, which I’ve been having a blast with. 🙂

Hi folks – just found the community, a week after discovering Dungeon World, which I’ve been having a blast with. 🙂

Question for everyone: I’m thinking ahead for my City State / Wilderlands of High Fantasy DW game (session two just played), and trying to grok how to create NPC / monster spellcasters. I get Monster Moves, etc, but am wondering how much detail you guys put into your magic-using NPC / Monster opponents. Do you assign them a notional level, let them learn / cast the actual spells in the PC classes? Do you jot down a “Casts Fire Magic”-type move, then list a suite of approximate spells they can cast, and the rough power level? Or do you just have a vague move “Casts Lethal Magic” or some such, and hand-wave everything?

My reason for asking is simple pragmatics: when I’m GMing, I find I like to have the parameters of an NPC / Monster written down for ease of reference – I’m usually busy enough imagining and describing the events of the game, without also having to spontaneously come up with fully-formed and consistent critter capabilities off the top of my head (instant spell lists? argh!). So, I’d ideally like to have a “Monster Move Reference” which incorporated the sort of magic an NPC / Monster can use – without being unnecessarily arbitrary. The magic-using critters in the DW bestiary don’t have much detail on that front. Say the PCs are about to raid the Tower of the Ebon Sorcerer and confront him in his chamber of magic – how would you prep the Big Bad’s NPC “stats” for that?

Ice Mummer

Ice Mummer

Ice Mummer

Group, Devious

Slam (d6) 13 HP           1 Armor

Close

Special Qualities: Made of ice

The reconstituted frozen remains of a person ritually frozen then shattered, an ice mummer is the agent of what most certainly is a greater evil. Bound to its icy rusted bronze mask, the voiceless ice mummer is a harbinger of its master’s incursion.

Instinct: To obey its master

– Reveal the horror beneath the mask

– Disperse in a whirlwind of ice and snow

– To be its master’s eyes

http://takeonrules.com/2012/12/30/ice-mummer-a-dungeon-world-monster/

http://takeonrules.com/2012/12/30/ice-mummer-a-dungeon-world-monster/

I’m working on my submission for “Grim Portents” (the name in progress fanzine for Dungeon World).

I’m working on my submission for “Grim Portents” (the name in progress fanzine for Dungeon World).

I’m working on my submission for “Grim Portents” (the name in progress fanzine for Dungeon World). Unfortunately, I’m running out of time. This is what I have so far.

Questions

– What urgent errand brought you back to Daedmyre?

– How many villagers were dragged off that first night?

– Who was the first villager to notice the ice mummers?

– How many days has it been since the mountain pass was closed?

– When the moonlight pierced the cloudy night sky, what shape shown on the long frozen lake?

Impressions

– Wintery hush as wet snow falls

– Methodical crunching of bones

– Moonlit silhouettes of ice men

– A spray of blood on the fallen snow

– A cairn topped with a flat runic stone

– Crowded village great hall with once roaring fire and now roaring voices

– A mother with panicked desperation in her eyes

– Furniture being torn apart for firewood

– Hollow eyes with icy sheen

– Tracks of someone struggling as they were dragged off

– A massive spire of ice bursting from the frozen lake

– A man hastily fleeing the village

– Howls of wolves drawing closer

– Bells of the church ringing in warning

– Mountain pass choked off through heavy snowfall

– Icicles hanging from a wooden sign

– A murder of crows noisily taking flight

– Chittering rats munching on spring’s seeds

– Thump of snow falling from nearby trees

– Trees and bushes encased in thick layers of clear ice

(Family visiting for a week + Smallworld + Bohnanza + Bang! means no game writing for me)

I’m going for a Dungeon Starter, but may settle for something else. If this doesn’t work out, I’ve got a map and a random table to submit.

Hi folks!

Hi folks!

Originally shared by Sarah Newton

Hi folks! Hope you’re all having a great Christmas! I’ve posted part one of an actual play report of the very cool “Dungeon World” RPG – emulating that old school D&D vibe with modern RPG aesthetics – with some thoughts on the rules and the game’s target genre. Part two to follow! 🙂

http://sarahnewtonwriter.com/2012/12/30/dungeon-world-actual-play-part-1/

Actually played a 1 1/2 hour session of Dungeon World RPG with my fiance.

Actually played a 1 1/2 hour session of Dungeon World RPG with my fiance.

Actually played a 1 1/2 hour session of Dungeon World RPG with my fiance.  He played a paladin and managed to fall down a pit, loot a spider silk rope, skewer one kobold through with a halberd  and elbow another kobold so hard it snapped the creature’s neck.  

He’s a person who doesn’t really like RPGs, but we had a lot of fun with the openness of DW, and he said he liked the simplicity of the actions and character sheet.  He was also tickled pink that the Paladin character sheet had Titanius as a name (a reference to Titanium Anglesmith, Bender’s ‘DnD’ character of the one Futurama movie).  

It was fun!

Pulled out of one of my comments lower down:

Pulled out of one of my comments lower down:

Pulled out of one of my comments lower down:

I’ve been collecting ideas for “worse outcomes, hard choices” for melee:

    •    Opponent shoulders past to threaten someone vulnerable

    •    Character is pushed into dangerous terrain: off ledge, down stairs, into fire [note “forceful” tag means this happens in addition to dealing damage, but any opponent might push or trip as an attack]

    •    Armor or weapon is damaged or destroyed

    •    Are they carrying anything dangerous or valuable?  Poisonous, flammable, or breakable?   Was that a good idea?

    •    Deal damage from an ignored threat;  e.g. a fighter is being threatened by three lizardmen with spears.  If she just rolls to cream one of them, that’s a golden opportunity for one of the others to run her through.

    •    Helmet stops the blow, but bell is rung, clock is cleaned; take -1 forward

    •    Inflict a debility, particularly stunned, confused or scarred.

I’d be happy to hear more interesting outcomes, particularly for “regular” humanoid combat.

Has anybody come up with an Alchemist playbook?

Has anybody come up with an Alchemist playbook?

Has anybody come up with an Alchemist playbook?  I’ve been messing around with one, but don’t think I have a good enough handle on the game yet to do a full-blown playbook.  I want one for a setting that does not have D&D style wizards, and my attempts have been loosely based on the Monster Blood Tattoo novels.  I’m envisioning a sort of “combat chemist”, a guy who reaches into his satchel of weird alchemical mixtures and pulls out just the right potion/powder/whatever to throw at the monster and achieve a variety of effects.  Below are my attempts at some basic moves for the class, but I’m very open to checking out anyone else’s stab at an Alchemist (BTW – the damages listed are just placeholders until I give them some more thought.  Stores is an abstract measure of alchemical supplies, and I’m thinking you’d start with 5-10 stores, and need to find/buy more pretty quickly).

Alchemy

When you use an alchemical preparation, roll+DEX:  

On a 10+, choose 1, or choose 2 and deplete your stores.

On a 7-9, choose 1 and deplete your stores.

On a 6-, deplete your stores and you suffer a mishap.

– Create a cloud of noxious vapors

– Create a cloud of thick, obscuring  smoke

– Create a loud explosion (d8+2 damage area)

– Create a pool of dissolving acid (d10+1 damage ignores armor)

– Create a stunningly bright light

– Create a deafening noise

– Put a handful of creatures to sleep

– Catch things on fire

Analyze

When you have the time and laboratory equipment to investigate a mysterious substance, roll +WIS:

On a 10+, choose three

On a 7-9, choose 1

– You determine the substance’s components

– You determine the substance’s origin

– You determine the substance’s method of manufacture 

– You determine the substance’s usefulness

Concoct

When you have access to the resources and equipment to make a concoction, roll+INT:

On a 10+, choose 1 or choose 2 and deplete your stores.

On a 7-9, choose 1 and deplete your stores.

On a 6-, deplete your stores and you are left with a useless goo.

– You create a deadly poison (1d6 ongoing damage poison)

– You create a sleeping draught

– You create a powerful antidote (counteract poison)

– You create an invigorating tonic (remove one debility)

– You create a healing balm (heal 2d6 HP)

– You create a boosting potion (+1 forward to one stat modifier for one use)

I wonder how difficult it would be to make a kid-friendly Dungeon World hack.

I wonder how difficult it would be to make a kid-friendly Dungeon World hack.

I wonder how difficult it would be to make a kid-friendly Dungeon World hack.  I’d say the current earliest age for the game, as written, with no hacking, is about 12+.  Okay with cartoony violence, understands the difference between reality and fantasy, etc.

I wonder what it would take to make it 10+ or 8+ or just those with a mom or dad as GM? 

Help with Fictional Positioning: If I let my players “begin” with attacking my monsters die too fast.

Help with Fictional Positioning: If I let my players “begin” with attacking my monsters die too fast.

Help with Fictional Positioning: If I let my players “begin” with attacking my monsters die too fast. Can someone give me some pointers on how to make my normal monsters still useful? I know of the 16 HP dragon: http://www.latorra.org/2012/05/15/a-16-hp-dragon/ but I’m having problems with monsters like Frogmen where I cannot justify that my group can’t hack n slash (as they have no thick hide or other stuff).

http://www.latorra.org/2012/05/15/a-16-hp-dragon/