Is anyone planning to run a play-by-post DW campaign and looking for new players? I’d love to take a crack at PBP!

Is anyone planning to run a play-by-post DW campaign and looking for new players? I’d love to take a crack at PBP!

Is anyone planning to run a play-by-post DW campaign and looking for new players? I’d love to take a crack at PBP!

Long time player of DW and AW and occasional lurker on the DW Tavern. First post I’ve had time for in ages.

Long time player of DW and AW and occasional lurker on the DW Tavern. First post I’ve had time for in ages.

Long time player of DW and AW and occasional lurker on the DW Tavern. First post I’ve had time for in ages.

Here’s a one-shot mini game about evil characters for Dungeon World called Servants of Necros I made with my friends. Shared for your enjoyment.

https://drive.google.com/open?id=1uQ9j9xKwbUa_Yhx9m469-u0gsKLPNFeS

Looking at some old bookmarks of interesting and cool ideas for games.

Looking at some old bookmarks of interesting and cool ideas for games.

Looking at some old bookmarks of interesting and cool ideas for games. I would love to see this world statted up in dungeon world especially the clericss and magic-users. It would be interesting to add the other classes like an Oranj Druid and Bard and Paladin

http://cyclopeatron.blogspot.com/search/label/World%20Oranj

Thanks to the Tavern for great feedback!…

Thanks to the Tavern for great feedback!…

Thanks to the Tavern for great feedback!…

Wand of Wonder 3.0 (Minor Artifact)

(Dungeon World version of an OSR Classic)

Thanks to the Tavern for great feedback!

(0 Weight, 12 Uses per owner)

A small ebony wand engraved with a star of chaos in silver.

The wand of wonder is a strange and unpredictable device that will generate any number of strange effects,each time it is used. Some typical effects are shown on the table below, but you may alter this table for any or all of these wands in your campaign as you see fit

When you use a Wand of Wonder roll +Charisma,

On a 10+ the player may select the effect from the table below, but may never select that effect again while using the wand.

On a 7-9 roll randomly for the wand’s effect

On a 6 or less a charge is expended but nothing happens (Alternate Rule: GM selects a negative or useless effect).

D100

Roll Effect

01-10 Every magical or enchanted item present glows blue for a full hour

11-18 Sleep as per Wizard Spell

19-25 An illusion of a frog appears and sings “It’s not easy being green” on a tiny banjo before disappearing

26-30 Party surrounded by soap bubbles at 30-foot range

31-33 Storm clouds and heavy rain falls for one hour in 60-foot radius of wand wielder

34-36 Loud booming laughter is heard

37-46 Lightning bolt (3 x die 70′ x 5′ bolt)

47-49 Stream of 300 large butterflies pour forth and flutter around

50-53 Magic Missile up to 3 attacks, separate targets (if desired) each attack doing die-1

54-58 Darkness in a 30-foot diameter hemisphere at 30 feet center distance from wand

59-62 Grass grows in area of 160 square feet before the wand, or grass existing there grows to 10 times normal size

63-65 Vanish any nonliving object of up to 1,000 pounds mass and up to 30 cubic feet in size (object is ethereal for 24 hours)

66-69 A small rabbit appears and attempts to hop away

70-79 Fireball (2 x die damage in 20′ radius)

80-84 Invisibility covers wand wielder

85-87 Target transformed (no save) into a Giant Amoeba (See below). Attacks everything nearby.

88-90 10-40 gems of 1 coin base value shoot forth in a 30-foot-long stream, each causing one point of damage to any creature in path — roll 5 d4 for number of hits

91-97 Illusions of playful sprites dance and play over a 40-by 30-foot area in front of wand for the next hour

98-00 Flesh to stone (or reverse if target is stone) if target is within 60 feet

(Note: Die is the characters damage die)

GIANT AMOEBA Solitary, Large, Amorphous

Acidic Grab (d10 damage) 12 HP, 0 armor

A giant amoeba is a shapeless mass of living, liquid protoplasm. Though naturally translucent with darker interior spots, its surface is slightly sticky and tends to collect dirt and other debris from its environment; therefore, a moving giant amoeba looks like muddy water. A weaker cousin of creatures such as the gray ooze and black pudding the giant amoeba is the result of an alchemist’s experiment gone horribly wrong.

Instinct: Dissolve flesh

• Slithers

• Mindless

• Relentless

The wand uses one charge per function. It may not be recharged. Where applicable, saving throws should be made. After a user has exhausted its charges the wand will vanish only to reappear somewhere else.

This thread got me thinking about the wizard and spells.

This thread got me thinking about the wizard and spells.

This thread got me thinking about the wizard and spells.

https://plus.google.com/108081872647188369149/posts/Jjq6P99AcsU

I know the general consensus is to ditch the wizard playbook, but I dig vancian magic and spells. It is easier for me and my players. Plus it feels like the old days.

The approach to using ritual is well explored in that thread. A different approach would be to create new move that could be taken when you level up to research magic spells. Googling revealed their is not a lot of work in this area.

What would such a move look like? I have this one for starters, not play tested though no one in my group is playing a wizard right now.

When you have enough time and access to a library you can craft a new spell. Describe he spell effect and what you want to have happen. The GM will:

Tell you what the actual spell can do

Tell you what level it is

Offer you a different version at a lower level or cantrip level

Roll+library

On a 10+ you are successful, cross off one use of your library and add the spell to your spell book

On a 7-9 you are successful cross off one use of your library and choose one:

– the process warps your mind, take -1 to INT rolls until you roll doubles while using magic in the future

– you attract unwanted attention on the planes of magic

– the process was more difficult than you expected, cross off 3 uses of library instead of 1. If you don’t have 3 uses then pick something else

– you are marked in someway, the magic is slowly changing you. You radiate magic continuously. If you take this consequence more than once the effect becomes more pronounced. Eventually you will be a being of whatever spells are made off. You can be dispelled.

– the spell will work but has some additional unattended consequence, the GM will tell you

– the research mostly worked, you are missing one ingredient, the GM will name it and tell you how to get it. It is up to you to determine if you want to. It may not be easy to get, but won’t be impossible.

On a 6- it is not successful cross off one use of your library and the GM will pick one

– an unspoken move appropriate to the game

– you cannot research a spell again until you find ________ to unlock the secrets of the Word.

– somehow you tapped into an interference with your link to understanding magic, something unexpected will happen when you use magic until you are able to do ______.

– your research tapped into a feedback loop on the planes of magic, you blaze with magic out on to the place were spells come from like an irrating feedback, surely some beast or planar being is disturbed by this and will seek you out to end it.

– the spell is not contained into spell book form, it comes alive in your library with a motive to destroy spells and libraries. It is only affected by magic or a quest to remove it.

Magical research library – bulky

Basic – 300 coin, + 0 library, 3 uses

Advanced – 600 coin + 1 library, 4 uses

World Class – 2000 coin + 2 library, 6uses

Incredibly Awesome – must find it in the ancient ruins of _______ + 3 library, 6 uses

What would you do instead of this?

For my brother’s bachelor party, we ran a quick DW delve with an X-COM 2 flavor.

For my brother’s bachelor party, we ran a quick DW delve with an X-COM 2 flavor.

For my brother’s bachelor party, we ran a quick DW delve with an X-COM 2 flavor. In preparation, I reskinned and streamlined 5 of the base DW classes, trimming extraneous things (stats vs modifiers, item weights) so that new folks didn’t have to spend time on fiddly stuff. Also tried to focus on narrative moves instead of numerical buffs. The reskins are:

* Fighter > Assault

* Thief > Assassin

* Paladin > Psi-Op

* Ranger > Sniper

* Bard > Engineer

https://drive.google.com/open?id=16v6hs4JG1e-jplmPJ73ks4A9GCnqHABB

Title

Title

Revised as per +steven stewart

Wand of Wonder (Minor Artifact)

(0 Weight, 12 Uses per owner)

A small ebony wand engraved with a star of chaos in silver.

The wand of wonder is a strange and unpredictable device that will generate any number of strange effects,each time it is used. Some typical effects are shown on the table below, but you may alter this table for any or all of these wands in your campaign as you see fit

When you use a Wand of Wonder roll +Charisma,

On a 10+ the player may select the effect from the table below

On a 7-9 roll randomly for the wand’s effect

On a 6 or less a charge is expended but nothing happens

D100

Roll Effect

01-10 Every magical or enchanted item present glows blue for a full hour

11-18 Sleep as wand

19-25 An illusion of a frog appears and sings “It’s not easy being green” on a tiny banjo before disappearing

26-30 Party surrounded by soap bubbles at 30-foot range

31-33 Storm clouds and heavy rain falls for one round in 60-foot radius of wand wielder

34-36 Loud booming laughter is heard

37-46 Lightning bolt (70′ x 5′) as wand

47-49 Stream of 300 large butterflies pour forth and flutter around

50-53 Magic Missile as wand

54-58 Darkness in a 30-foot diameter hemisphere at 30 feet center distance from wand

59-62 Grass grows in area of 160 square feet before the wand, or grass existing there grows to 10 times normal size

63-65 Vanish any nonliving object of up to 1,000 pounds mass and up to 30 cubic feet in size (object is ethereal for 24 hours)

66-69 A small rabbit appears and attempts to hop away

70-79 Fireball as wand

80-84 Invisibility covers wand wielder

85-87 Target transformed (no save) into a Giant Amoeba (See below). Attacks everything nearby.

88-90 10-40 gems of 1 gp base value shoot forth in a 30-foot-long stream, each causing one point of damage to any creature in path — roll 5d4 for number of hits

91-97 Illusions of playful sprites dance and play over a 40-by 30-foot area in front of wand for the next hour

98-00 Flesh to stone (or reverse if target is stone) if target is within 60 feet

GIANT AMOEBA Solitary, Large, Amorphous

Acidic Grab (d10 damage) 12 HP, 0 armor

A giant amoeba is a shapeless mass of living, liquid protoplasm. Though naturally translucent with darker interior spots, its surface is slightly sticky and tends to collect dirt and other debris from its environment; therefore, a moving giant amoeba looks like muddy water. A weaker cousin of creatures such as the gray ooze and black pudding the giant amoeba is the result of an alchemist’s experiment gone horribly wrong.

Instinct: Dissolve flesh

• Slithers

• Mindless

• Relentless

The wand uses one charge per function. It may not be recharged. Where applicable, saving throws should be made. After a user has exhausted its charges the wand will vanish only to reappear somewhere else.

I have a Wizard in the group I am running, and while he is enjoying the Wizard, he has talked to me a bit after…

I have a Wizard in the group I am running, and while he is enjoying the Wizard, he has talked to me a bit after…

I have a Wizard in the group I am running, and while he is enjoying the Wizard, he has talked to me a bit after sessions on how he misses all of the little utility spells he is used to having in D&D.

So taking some inspiration from one of the Discern Realities podcasts that I binged over the last few months… i don’t recall the which episode, but they did talk about the possibility of using Ritual in at a much smaller scale to help fill in for some of the missing utility. I coupled that idea with one of my own favorite Wizards, Harry Dresden from the Dresden Files, and I have come up with this custom move. This is a first draft, we haven’t even taken this to the table yet, but I thought I’d put it our here for input. Thanks!

Personal Place of Power

Requires Ritual move

When you take a moment to mentally or physically inscribe a circle around you, you have created a personal place of power. This circle concentrates your innate magical power allowing you to perform minor utilitarian feats, for a cost. While in the circle, you may make the Ritual move with the following limitations:

• The effect must be utilitarian in nature and not deal direct damage

• The effect cannot be permanent, it will last moments/minutes/hours (choose one)

• While the effect is in play, take -1 ongoing. When the effect ends, take -1 forward.

In addition, the GM will give you one to four of the following conditions:

• It’s going to take moments/minutes/hours

• First you must __

• You’ll need help from __

• It will draw unwanted attention

• It will require sacrificing something valuable

• The best you can do is a lesser version, unreliable and limited

• You’ll need hair/blood/personal items from you or the target of the effect

Wand of Wonder (Minor Artifact)

Wand of Wonder (Minor Artifact)

Wand of Wonder (Minor Artifact)

(0 Weight, 12 Uses per owner)

A small ebony wand engraved with a star of chaos in silver.

The wand of wonder is a strange and unpredictable device that will generate any number of strange effects, randomly, each time it is used. Some typical effects are shown on the table below, but you may alter these for any or all of these wands in your campaign as you see fit

D100

Roll Effect

01-10 Every magical or enchanted item present glows blue for a full hour

11-18 Sleep as wand

19-25 An illusion of a frog appears and sings “It’s not easy being green” on a tiny banjo before disappearing

26-30 Party surrounded by soap bubbles at 30-foot range

31-33 Storm clouds and heavy rain falls for one round in 60-foot radius of wand wielder

34-36 Loud booming laughter is heard

37-46 Lightning bolt (70′ x 5′) as wand

47-49 Stream of 300 large butterflies pour forth and flutter around

50-53 Magic Missile as wand

54-58 Darkness in a 30-foot diameter hemisphere at 30 feet center distance from wand

59-62 Grass grows in area of 160 square feet before the wand, or grass existing there grows to 10 times normal size

63-65 Vanish any nonliving object of up to 1,000 pounds mass and up to 30 cubic feet in size (object is ethereal for 24 hours)

66-69 A small rabbit appears and attempts to hop away

70-79 Fireball as wand

80-84 Invisibility covers wand wielder

85-87 Target transformed (no save) into a Giant Amoeba (See below). Attacks everything nearby.

88-90 10-40 gems of 1 gp base value shoot forth in a 30-foot-long stream, each causing one point of damage to any creature in path — roll 5d4 for number of hits

91-97 Illusions of playful sprites dance and play over a 40-by 30-foot area in front of wand for the next hour

98-00 Flesh to stone (or reverse if target is stone) if target is within 60 feet

GIANT AMOEBA Solitary, Large, Amorphous

Acidic Grab (d10 damage) 12 HP, 0 armor

A giant amoeba is a shapeless mass of living, liquid protoplasm. Though naturally translucent with darker interior spots, its surface is slightly sticky and tends to collect dirt and other debris from its environment; therefore, a moving giant amoeba looks like muddy water. A weaker cousin of creatures such as the gray ooze and black pudding the giant amoeba is the result of an alchemist’s experiment gone horribly wrong.

Instinct: Dissolve flesh

• Slithers

• Mindless

• Relentless

The wand uses one charge per function. It may not be recharged. Where applicable, saving throws should be made. After a user has exhausted its charges the wand will vanish only to reappear somewhere else.