SLEESTAK

SLEESTAK

SLEESTAK

Group

Crossbow or Nets (d10 damage)6 HP, 2 armor

Close, Far

Special Qualities: Slow

The Sleestak are a reptilian bipedal humanoid species. They have a thin but wide-set mouths and large, round black eyes that are averse to light. Covered mostly in green scales, their bellies are yellow. Sleestak also have claws on their feet and on their hands, with a horn protruding from the top of their heads. They breathe with a pronounced breath sound as if breathing through congestion. This is probably due to their wide set mouth and flat nostrils. At one time, in the distant past, the Sleestak were known as Altrusians. They were a very peaceful and intelligent race. They eventually grew into an advanced civilization, and had seemingly mastered many (if not all) of the secrets of the Land of the Lost. They created cities and temples. Unfortunately, the Altrusians lost control over their emotions, and destroyed their civilization becoming known as the Sleestak. The Sleestak now are a degenerate race that have lost much of their knowledge and culture. The Sleestak are accomplished in the arts of building, foraging, and hunting, and make and use crossbows and nets to hunt. The crossbows are no larger than the size of a Sleestak’s forearm.

Instinct: Devour

•Slow

•Seek to capture men for alien rituals.

•Fearful of fire

I am thinking about changing the core roll of Dungeon World (Apocalypse World) to 2d20 to suit a Lord of the Rings…

I am thinking about changing the core roll of Dungeon World (Apocalypse World) to 2d20 to suit a Lord of the Rings…

I am thinking about changing the core roll of Dungeon World (Apocalypse World) to 2d20 to suit a Lord of the Rings game I’m designing.

My design purpose for making this change is:

o More fine tuned attribute scores, allowing smaller increases to have an impact

o No addition required, by rolling under the attribute and using D&D 5e advantage dice instead of bonuses

o No ‘bell curve’ of results, meaning that the chance of a ‘7-9’ result drops away more slowly as attributes increases

o Give the characters a difficult choice before the roll to increase their chances of success, and increase the ‘7-9’ results

o Cut the damage roll and link it to the degree of success

o Allow complications even when you have a great success.

I’d love some feedback on:

o Is the description clear?

o Does it work as intended?

o Any consequences I haven’t thought of?

o Any cool alternatives that meets my design purpose?

The core roll

When you undertake any action roll two dice:

o A White Die (or any light coloured die) that embodies the hope White Tree of Gondor and determines how successful you are.

o A Red Die (or any dark coloured die) that embodies the compromise of the shadow and determines if there are any complications on the roll.

Once you roll, first check if either die result is a 20, as a 20 on either die will affect the results of both dice. If one die result is 20, then the action is a failure and there is a complication than makes it even worse than expected. If both die results are 20, then it is a catastrophic failure and the GM will make a move as hard as they like.

Check the White Die to determine if the action succeeded or not, and how well.

o If the White Die result is equal to your attribute or less, the action is a success and you achieved what you set out to do.

o If action is a success and the White Die is more than 10, it is a critical success and achieves an even better result.

o If the White Die result is more than your attribute, the action is a failure and you did not achieve what you set out to do.

Check the Red Die to determine if there are any complications.

o If the Red Die result is equal to your attribute or less, there is no complication.

o If the Red Die result is more than your attribute, there is a complication that makes the situation worse whether it succeeds or fails.

The roll is modified:

o If you have advantage on the roll (eg: because you are taking advantage forward), you can swap the numbers rolled on each die. This can turn a complicated failure into a

o If you have disadvantage on the roll, you must swap the numbers rolled on each die if it makes the result worse for you.

o Before you roll either you can choose or a move can make the roll controlled, where the lowest number rolled on the two dice will be used for both dice. If you choose a controlled roll, there is always a complication regardless of the result of the roll.

o Before you roll either you can choose or a move can make the roll risky, where the highest number rolled on the two dice will be used for both dice.

Sample Moves

Attack [vs Strength]

When you attack an enemy in melee, roll vs Strength.

o Success 11+: deal maximum weapon damage and choose either:

o plus 1 damage per White Die over 10; or

o create an opportunity for a comrade to attack the enemy.

o Success 1 to 10: deal damage to the enemy equal to the White Die, but no more than the maximum damage of the weapon.

o Failure or Complication: the enemy makes an attack against you (which potentially causes opportunity damage).

o Failure and Complication: the enemy makes a very successful attack against you (which potentially causes maximum damage).

Level 1-5: choose one of these moves:

o Finesse

When you Attack with a weapon with the precise tag, you can roll the White Die versus Dexterity instead of Strength. The Red Die is still rolled versus Strength.

Here’s a little teaser for Session Zero 6: The Eternal.

Here’s a little teaser for Session Zero 6: The Eternal.

Here’s a little teaser for Session Zero 6: The Eternal. This is one page from the five-page section about combining all of the issues of Session Zero for a campaign.

https://docs.google.com/document/d/1NSL3a9QcPmKLp1-zyFPZP2tNidKzYsxqUt_OUtnpzJU/edit?usp=sharing

So last night my players got lost in the jungle due to a failed trailblazing roll.

So last night my players got lost in the jungle due to a failed trailblazing roll.

So last night my players got lost in the jungle due to a failed trailblazing roll. I decided to pull out the Chaos Temple I had been holding onto for a random encounter. They get there and immediately notice strange things (flies eating a dead spider, vegetation growing in the shadows instead of the light, etc). They make camp in the foyer to get out of the rain a failed Take Watch roll gets the druid taken in her sleep. The other two characters go looking for her, finding torches with blue flame that was cold to the touch. The torches eventually casted shadows instead of light, while everything that was outside of the torch “light” was illuminated well enough to see by… well nothing.

The druid awoke to a disembodied voice laughing and talking about how it had been forgotten and wanted her to be it’s friend. One of the grinning ape statues disappeared and then reappeared as a living creature that shapeshifted into other animals as it spoke to her. She found out its name is Ozo and it’s some sort of god of chaos. It gave her a necklace with a gold amulet carved in it’s likeness. I know I want to make the amulet do random things, based off a d100 table. What are some chaotic things it could do? I want there to be good, bad, and just plain silly effects in the mix. I saw the wild magic table for 5e and thought of using some of those, but I don’t want it to be caster focused since she is a druid.

Thoughts?

MUGATO

MUGATO

MUGATO

Group

Pummel (d8+2 damage) 6 HP 1 armor

Close, Forceful

Special Qualities: Venomous bite

Mugatos were large, intimidating animals that could reach a height of two meters (not including their horns). Covered by a thick pelt of white fur all over their bodies with the exception of their faces and hands, they were similar to the great apes of Earth in their physical proportions and prehensile hands and feet. All of their teeth were sharp and serrated and their fangs contained a strong venom that was fatal within a matter of hours without magical healing. Mugatos had large, thick horns projecting from the top of their craniums as well as smaller spikes running down the spine. They usually traveled with their mates.

Instinct: Hunt

• Ambush

• Bite with Venomous fangs

• Devour

GRAY PHILOSOPHER

GRAY PHILOSOPHER

GRAY PHILOSOPHER

Solitary, Devious

None (Malices: 1d4d each) 16 HP, 0 Armor

Far (Malices)

Special Qualities: Undead, Incorporeal

A Gray Philosopher is the undead spirit of an evil cleric who died with some important philosophical deliberation yet unresolved in his or her mind. In its undead state, this creature does nothing but ponder these weighty matters. The gray philosopher appears as a seated, smoke-colored, insubstantial figure swathed in robes. It always seems deep in thought. Flying through the air surrounding the philosopher are a number (1d8) of tiny, luminous, wispy creatures known as Malices. They have vaguely human faces, gaping maws, and spindly, clawed hands. These vindictive creatures are actually the philosopher’s evil thoughts, which have taken on substance and a will of their own. The Gray Philosopher cannot be turned by a cleric but has no attack of its own; it will not defend itself. Unlike the philosopher, Malices constantly search for victims on which to vent their petty but eternal spite. Malices do not stray more than 120 feet from their philosopher but may pass through the narrowest of openings in their ceaseless flight. A malice immune to being turned and may not be damaged while its creator exists. However, all these creatures vanish instantly if their philosopher is destroyed. When a Gray Philosopher falls to 0hp, it looks up with an expression of malicious enlightenment on its face, and then vanishes with a lingering shriek of evil delight.

Instinct: Creates Malices

• Ponders

• Generates 1d8 Malices

• Only damaged by magic or enchanted weapons

• Will also dissolve if presented with solution to problem

Working on a verbal encounter move based on Jason Cordova Labyrinth move:

Working on a verbal encounter move based on Jason Cordova Labyrinth move:

Working on a verbal encounter move based on Jason Cordova Labyrinth move:

When you attempt to overcome someone through verbal means, roll +stat. Tell the GM your ultimate goal. You can roll +stat a number of times equal to your modifier of that stat until you have used all three stats in this way (scores of 0 or below must still be used once).

When you beg, schmooze, mask your true feelings, or flat out lie, roll +CHA

When you battle their wits, see the bigger picture, or engage in repartee, roll +WIS

When you interpret their real meaning, twist their words, or bark hard facts, roll +INT

On a 12+: You gain 2 hold

On a 10+: You gain 1 hold

On a 7-9: You gain 1 hold, the GM chooses one below

On a 4-6: You lose 1 hold or the GM makes a move

On a 3-: You have said exactly the wrong thing, lose all hold and the GM makes a move.

-You gain a debility based on the state you rolled

-A secret about yourself is outted

-The opposition reveals a truth that negatively impacts you

-You lose reputation with an important person; now or later

At any time you may spend 1 hold to learn a useful truth about this person or gain ancillary information in a minor slip up. Work with the GM for this information. You may spend 4 hold at any time to achieve your ultimate goal.

If you have no hold to lose, this encounter is over.

(Example: a character with +2 CHA, +0 WIS, and -1 INT would have to roll +charisma two times, +wisdom one time, and +intelligence one time before being able to roll +charisma again)

I’m looking for blind-testers to play a radical respin of DW.

I’m looking for blind-testers to play a radical respin of DW.

I’m looking for blind-testers to play a radical respin of DW.

I need people willing to grab the rulebook and play it without the designer’s presence at the virtual table. Obviously, while recording online the game session.

Any volunteers? 🙂

Moving Away From the Six Stats

Moving Away From the Six Stats

Moving Away From the Six Stats

I’m curious about what people think about the six stats of Dungeon World. You know the ones – Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. We inherited them from Dungeons and Dragons, and for fair reason; it lessens the leap from DnD to DW, it makes things feel familiar.

But lately I’ve been wondering whether they’re worth keeping. Constitution, for example, is rather criminally underused. The slight overlap between Intelligence and Wisdom is occasionally an issue. Sometimes moves seem like they belong to multiple stats, or it’s a stretch to apply it to a stat at all. I’d like to know what you folks think.

So, boxcars.

So, boxcars.

So, boxcars. They’re rare (2.77% chance). They’re almost half the probability than getting a 20 on d20. Yet, no mechanic involves them in DW.

There’s the rare odd move with 12+ result, but I’m talking “natural 12” here, which is lower chances than 12+.

Getting a “critical hit” was always a fun and exciting moment in every single RPG I’ve played. I don’t know a single player who doesn’t cheer and yay when one is rolled.

Last game (first DW game with this group), I had one player who was in a bad spot who rolled 12 and I noticed his excitement was somewhat lessened when he learned there was no extra effect. Sure, I gave him extra narrative power, asking him to describe the awesomeness of his move and told him to make it grand and over the top. It was ok, but I still felt like it would have been cool to tie-in extra mechanical effects.

What do you think? Would it be fun/possible to create a generic move that applies to all moves to grant extra effects to a roll of 12? (because it would be mad to add a boxcar entry for each and every move). Is it desirable? How do you handle this if you go pure narrative?