Part boredom, part concept work, this is a monster I created using a Magic: The Gathering Card for inspiration…

Part boredom, part concept work, this is a monster I created using a Magic: The Gathering Card for inspiration…

Part boredom, part concept work, this is a monster I created using a Magic: The Gathering Card for inspiration (Siege-Gang Commander).

https://drive.google.com/file/d/1-BaQ1QfOfhSoHHDRm8YIHe7U6SIOy-Tm/view?usp=sharing

https://drive.google.com/file/d/1-BaQ1QfOfhSoHHDRm8YIHe7U6SIOy-Tm/view?usp=sharing

Sorry if this has been asked before! :)

Sorry if this has been asked before! 🙂

Sorry if this has been asked before! 🙂

Just finished a Session 0-0,5 with a new group of (what seems to be) great players.

They started designing the space around them as a city of intrigue and politics that they seem really happy and excited to explore. As of now it seems as they will stay in the city and work up a revolution against a totalitarian priest caste.

All fine and great!

But it seems as many moves fall short when the adventure does not revolve around dungeons and questing adventures. Any pointers on where I can look for resources when running a cityscape Dungeon World campaign?

A little something from my current mega-dungeon crawl game using Dyson Logos mega-dungeon map, for your enjoyment…

A little something from my current mega-dungeon crawl game using Dyson Logos mega-dungeon map, for your enjoyment…

A little something from my current mega-dungeon crawl game using Dyson Logos mega-dungeon map, for your enjoyment…

Su-Su the Baby Phoenix

Su-Su is about the size of a hummingbird, seemingly a phoenix chick composed of intense flame. You thought that phoenixes sprung up from the ashes of their past selves fully formed? So did everyone else, so who knows what Su-Su really is, other than very cute and very hot.

Su-Su is in a cage made of tough but lightweight metal of strange manufacture that lets a lot of light through. The top of the cage hangs from a short piece of chain and is attached to a short, stout pole, so that the holder does not have to have his hand directly over the cage (which gets quite hot). On one side there is a lens shaped piece of glass that focuses the light from his flame.

When you hold up Su-Su’s cage as a lantern it acts as a high-quality lantern that needs no oil.

When you sing and/or coo at Su-Su, letting him know how much you appreciate him, if Su-Su is well fed, he will glow fiercely with pride and joy and begin to sing. The light and heat intensify greatly for a time, and his song is very pleasing. All that can hear his song take +1 ongoing while he sings to prevent depression and despair.

When make camp, Su-Su needs to be fed. Su-Su eats B[2d10] coins worth of precious metals and gems every rest.

When you do not feed Su-Su…who knows what will happen? Likely nothing good.

2 weight.

Last weekend I ran a DW game at the Revelation convention in Sheffield, UK, an adaptation of the classic FF gamebook…

Last weekend I ran a DW game at the Revelation convention in Sheffield, UK, an adaptation of the classic FF gamebook…

Last weekend I ran a DW game at the Revelation convention in Sheffield, UK, an adaptation of the classic FF gamebook The Forest of Doom. I also wrote up my notes in a form that it could be used as a one-shot – blog post with the link is below. https://burnafterrunningrpg.com/2018/02/27/the-forest-of-doom-a-dungeon-world-one-shot/

https://burnafterrunningrpg.com/2018/02/27/the-forest-of-doom-a-dungeon-world-one-shot/

Session Zero 6 – The Eternal is now available on DriveThruRPG

Session Zero 6 – The Eternal is now available on DriveThruRPG

Originally shared by Brian Holland

Session Zero 6 – The Eternal is now available on DriveThruRPG

A civilization that had torn itself out of time to avoid annihilation at the hands of The Destroyer of Ages has now appeared in our own age, deep below a modern dwarven village. Strange things are happening in the village above as souls that have been trapped for millennia are taking over the bodies of the living dwarves. Only the caretaker of the ancient civilization – The Eternal – knows that the dwarves of this age are the descendants of a clan of traitors that escaped the Soul Matrix long ago.

http://www.drivethrurpg.com/product/235188/Session-Zero-Issue-6–The-Eternal?src=Gplus022618

http://www.drivethrurpg.com/product/235188/Session-Zero-Issue-6–The-Eternal?src=Gplus022618

When you design Fronts, do you usually set your 1st grim portent as happening right now?

When you design Fronts, do you usually set your 1st grim portent as happening right now?

When you design Fronts, do you usually set your 1st grim portent as happening right now?

I’ve noticed that I have a tendency to do so when writing fronts.

Is it correct to do so? If not, does it have any effect on the game at all?

Also, do you have a sweet spot on numbers of fronts in your campaign?

At which point does it become unwieldy / you forget about them in play?

An unnecessarily fiddly mechanic for a berserker class…

An unnecessarily fiddly mechanic for a berserker class…

An unnecessarily fiddly mechanic for a berserker class…

BER-SERRRK-ERRR

When you fly into a rage, don’t roll any damage you take until the rage ends. Instead, write down the damage dice (including modifiers and tags like piercing or ignores armor) for later. While your rage lasts, your HP are unchanged and you deal +1 damage for every damage die you have written down.

When your rage ends, roll each of the damage dice you have written down, one at a time, applying armor or similar modifiers to each and taking that much damage. Then erase all the damage dice you have written down.

DW Tavern. This is the third, and final, custom move I created for a new campaign. (Dennis, ditto). Thanks again.

DW Tavern. This is the third, and final, custom move I created for a new campaign. (Dennis, ditto). Thanks again.

DW Tavern. This is the third, and final, custom move I created for a new campaign. (Dennis, ditto). Thanks again.

New Campaign Move: Thirst in the Desert (instead of the normal Quartermaster roll)

When out of rations in the desert and you become the Quartermaster, roll+WIS. On a 10+, each member of the party increases their rations by 1 as you locate a water source. On a 7-9, no one loses rations, but the Quartermaster chooses 1. On a 6-, each member without rations takes a debility and the Quartermaster chooses 2.

1) Each member in your party suffers 1 damage per day, which may not be healed, as your clothing cannot handle the wind-whipped sand and sands gets everywhere causing immense discomfort.

2) You identify an Oasis in the distance and must direct the party toward the site to resupply (the site is a mirage).

3) Members without any rations may not be healed until resupplied due to dehydration.

DW Tavern. This is the second custom move I created for a new campaign. (Dennis, ditto). Thanks.

DW Tavern. This is the second custom move I created for a new campaign. (Dennis, ditto). Thanks.

DW Tavern. This is the second custom move I created for a new campaign. (Dennis, ditto). Thanks.

New Move – Disrespecting the Divine

When you enter a Fey-Anid holy site without making the proper obeisance, roll+CHA. On a 10+, the holy site accepts your ignorance of their practices, but suffer a temporary Charisma debility that last until you leave the temple. On a 7 – 9, the holy site accepts your attendance, but with reservations; choose 1. On a miss, the GM chooses 2.

1) Take -1 ongoing while inside the holy site

2) Lose your hearing or sight until you atone

3) Suffer a Charisma debility