Final Hours – Codex Volume 1 Kickstarter

Final Hours – Codex Volume 1 Kickstarter

Final Hours – Codex Volume 1 Kickstarter

We are in the final hours of the Codex Volume 1 Kickstarter campaign. If you love Dungeon World, this book is a must have. And I’m not exaggerating here. In addition to all the amazing Dungeon World content in the first 13 issues of the Codex zine (which is what’s inside the Volume 1 book), we have hit a stretch goal that let’s us include the Discern Realities Annual, a 39-page zine chock full of terrific Dungeon World content that was created in conjunction with the popular Discern Realities podcast.

In terms of Dungeon World stuff, the book will have over 170 total magic items, custom moves, and monsters; 8 compendium classes; and 7 adventure starters.

And, of course, there is a ton of system-agnostic fantasy stuff in the book, plus original games and other material.

The book is going to be really special, but there isn’t much time left to back it. Do not hesitate: check out the link below!

https://kck.st/2zUlO9G

I’ve been running DW with two or three players recently.

I’ve been running DW with two or three players recently.

I’ve been running DW with two or three players recently. To begin with this was not by choice but now I’ve come to really enjoy it. My feeling now is that DW is better with just two or three. Four is okay but not as good. This has been a revelation to me, especially because I tend to get quite a bit of stage fright before running a game (“I haven’t done enough prep”, “this is going to be boring for the players”). I feel empowered and liberated as as GM!

Just wanted to say that. 🙂

I just posted the cover for my next issue of Session Zero on Patreon and will be posting a sample of the text over…

I just posted the cover for my next issue of Session Zero on Patreon and will be posting a sample of the text over…

I just posted the cover for my next issue of Session Zero on Patreon and will be posting a sample of the text over the weekend. The full text will be released next Wednesday. You can become a patron for $2 or purchase it in a couple weeks on DriveThruRPG for $2.99.

https://www.patreon.com/posts/sz7-cover-22263617?utm_medium=social&utm_source=googleplus&utm_campaign=postshare

Hey there!

Hey there!

Hey there! I have a question for you about the fights and the thief skill “underdog”. How do you handle bottlenecks? I consider it a 1v1 bottleneck fight to be a fair fight, no matter how many skaven line up. If they can not hit you from behind, you are in the minority but it’s not really a fight against many opponents simultaneously. Do you agree? If Adam Koebel could chip in, I would be super grateful.

Here’s the text of the Alchemist move:

Here’s the text of the Alchemist move:

Here’s the text of the Alchemist move:

When you *have time to gather materials and a safe place to brew* you can create three doses of any poison you’ve used before.

I like the idea of moves that allow you to create things like this, but I don’t like the trigger. I would prefer a better trigger that is based on fiction action, not circumstances. I was thinking something more like this:

When you *set out to brew a poison,* describe how you do so, which may include paying a cost described by the GM, and say what effect your poison will have.

What do you think?

Here is a thing I made.

Here is a thing I made.

Here is a thing I made. Free for others to use as well. This is a mostly empty map of goblyn and giblyn caves on the Mystery Island campaign for family.

The girl has suggested that Goblyn’s have large noses and large feet. And that Giblyn’s have large ears and large hands.

You can tell which parts used to be part of the Gromes outpost.

Don’t know if came through with the map as clear as I wanted but there are two and half levels. The Warrens are higher than the main hall. The main hall is slightly higher than the Grome Outpost. The mines are below both of them and have 3 entrances to other levels labelled A,B,C.

This was drawn using a Pilot Fountain Pen. I like how the pen gives different thickness of lines. However they are tricky for a lefty like me to use.

My Goblyn’s are the same as the ones in the book, however they have a few new moves. The explode when they die. They either release a smelly oily nauseous gas that sometimes when meeting a spark actually ignites.

I don’t know what they are mining yet, or what are in the rooms. I do know that 3 of the original Grome rooms are unspoiled.