Here is my take on spell casting in the Dark Sun setting.

Here is my take on spell casting in the Dark Sun setting.

Here is my take on spell casting in the Dark Sun setting. I’ll be play testing it with some other Dark Sun material with my home group tomorrow night. Any and all feedback between now and then would be appreciated.

It uses the standard “Cast a spell” entry from the rulebook (page 144) and only adds in the two casting modes. I went this way because I don’t think it’s necessary to spell out setting-specific consequences in the move (except for defiling and preserving) because if we’re doing what we’re supposed to with DW, all of that will come from the setting and fiction anyway. THE thing that makes magic different in Dark Sun is defiling (and less powerful but friendlier preserving) IMO.

https://docs.google.com/document/d/1WVn9vyXL8V3b77mBwOXpAEut5KrHzHHCRUPqT2YiktA/edit?usp=sharing

Some time ago I introduced one of my old groups to Dungeon World.

Some time ago I introduced one of my old groups to Dungeon World.

Some time ago I introduced one of my old groups to Dungeon World. They took to the idea, enjoyed what the game had to offer. But, of course, one of the players had an idea for his character that stepped beyond the basic classes.

A big fan of Planescape, he wanted to play something akin to a Monk but with a very specific flavour and concept – a servant of something from beyond the world. So I obliged by creating the Visitant.

Graphics done by Aleksander Łukasiak, based on the playbooks by Stefan Grambart. Inspired by Johnstone Metzger’s Class Warfare-style class building. Enjoy!

https://drive.google.com/open?id=1MrWxy7CaDh0g3_a9qGPz4SdysppA4tb8

TL;DR: if the bard reaches 0 HP, the ghostly captain bound in his dagger will try to switch places with him.

TL;DR: if the bard reaches 0 HP, the ghostly captain bound in his dagger will try to switch places with him.

TL;DR: if the bard reaches 0 HP, the ghostly captain bound in his dagger will try to switch places with him. How could we handle that at the table?

The bard aquired a dagger with the soul of a famous privateer captain in the first session. He was a blood thirsty pirate who hid his soul away to escape the powers of the deep.

The Bard really leaned into this, becoming more blood thirsty, and has bound himself to this spirit by blood, gaining some CC moves. Nine sessions later he is at 4 HP, and we ended last session on a double miss from him and the immolator, deep in a dungeon. There might be a Last Breath coming up soon.

I think the ghostly privateer will seize the opportunity and try to switch places with the bard, trapping him in the dagger. Any bright ideas how to handle this?

I wanted to make a DW character for Dr. Strange. But, as I read the Cleric I realized it fit better than Wizard.

I wanted to make a DW character for Dr. Strange. But, as I read the Cleric I realized it fit better than Wizard.

I wanted to make a DW character for Dr. Strange. But, as I read the Cleric I realized it fit better than Wizard.

….strange.

Which Druid’s Born of the Soil represents Jungle terrain?

Which Druid’s Born of the Soil represents Jungle terrain?

Which Druid’s Born of the Soil represents Jungle terrain?

My reflex was to go for Sapphire Islands, but then I think it sounds more asian (I picture India+China+Japan-ish) (elephants, monkeys, pandas, tanuki, tigers, etc) than jungle-y (Africa, Central/South America, Pacific islands).

Great Forest was my second guess, but then again I picture more temperate forests.

I had an epiphany while looking at the cleric class.

I had an epiphany while looking at the cleric class.

I had an epiphany while looking at the cleric class. It astounds me that I can still find hidden things in Dungeon World after all this time. So, I present my character concept, using the cleric to create a fictionally similar, yet different class.

The Monk

(I would advise speaking with your DM to make sure using your fists can still deal your class damage, at least with magic weapon cast on them. Otherwise, I would use the staff or another monk-like weapon.)

Race: Human (Chosen spell: Magic Missile)

Alignment: Lawful

Stats: Focus on WIS and DEX with the third best stat in CON.

Deity Domain: Whatever suits you (I will choose The Downtrodden and Forgotten)

Precept: Suffering

Divine Guidance

Turn Undead: Prayer Beads

Commune

Cast a Spell (Key Spells: Magic Weapon, Bless, Magic Missile [Ki Blast], Healing Spells, Harm, possibly Hold Person)

Starting Gear: Dungeon Rations, Symbol of the divine (Prayer Beads), Chainmail (can wear until you get divine protection or disregard it entirely), Staff and bandages, Healing potion.

Advanced Moves (2-5)

2: Divine Protection (classic monk ability)

3: Serenity (to keep magic weapon or bless up)

4: Divine Intervention for those matrix style dodges (or Empower for better Magic Missile damage or better healing)

5: Penitent (goes with my deity’s precept)

Advanced Moves (6-10)

6: Martyr (for those powerful Magic Missile counter attacks or a big heal)

7: Divine Invincibility (or Greater Empower)

8: Providence (to keep magic weapon and bless up)

9: Apotheosis (for flavor, or choose something else like Chosen One for Magic Missile as a Rote)

10: Divine Armor or Multiclass Dabbler for a monkish move from another class.

Obviously there is a lot of room for customization depending on the type of monk you want to play. I just thought it was a cool “what here is not what it appears to be” type of thing. What do you all think?

Along with my ongoing Curse of Drazhu campaign, I’ve been experimenting with an open table, sci-fi dungeon world…

Along with my ongoing Curse of Drazhu campaign, I’ve been experimenting with an open table, sci-fi dungeon world…

Along with my ongoing Curse of Drazhu campaign, I’ve been experimenting with an open table, sci-fi dungeon world game. The goal is to do a linked series of self-contained adventures. To facilitate that I made a sci-fi version of John Lewis’ Adventure Builder from RPG Alchemy. I’ve attached it below. Take a look and let me know what you think. I’m especially open if anyone has any great ideas of prompts to add or replace. Thanks!

I’d be interested in knowing how you handle traps and their detection.

I’d be interested in knowing how you handle traps and their detection.

I’d be interested in knowing how you handle traps and their detection. This was something that always bothered me no matter the system since asking a player to roll for detecting traps is pretty much saying that there is a trap. As far as DW goes do you let non-thieves detect traps? Another concern is the monotonous task of checking every nook and cranny for traps, this can really slow a game down.

My way of dealing with it is assuming the thief is always on lookout for a trap and when one is present I just tell them to roll trap expert. I realize this ignores the trigger of having the thief constantly state they are carefully examining but I feel it keep the game flowing. For all the non thieves they need to trigger discern realities in order to have a chance of finding a trap. I feel this helps enforce the thief as someone you want in a party even if your purse ends up a little lighter.

How do you all handle traps? Any cool game moments involving a trap?

*SHIFTER *

*SHIFTER *

*SHIFTER *

This was an old one I posted and the tavern perfected. I’ll post the fixed version and a link to the original. Byfar this is my favorite alternative to the druid move….hands down.

#DungeonWorldCC

Shifter

When you drink the blood of an animal, you may transform yourself into its likeness leaving behind your possessions. You have abilities and can perform tasks associated with the form. Hold HUMANITY equal to your WIS.

When you perform a form move, reduce your HUMANITY by 1 (minimum of -3).

When you attempt to revert to your original form, Roll+HUMAMITY

10+ You revert to normal.

7-9 You revert to normal, but have a lingering aspect of the animal which may express itself at inopportune times.

6- You are stuck as the animal till you fully rest.

When you fully rest, restore your HUMANITY and revert to normal without sideeffects.

https://plus.google.com/105487846931822189120/posts/fsBP8Y3pu2W

*THE EXORCIST *

*THE EXORCIST *

*THE EXORCIST *

Very similar to the Shaman, and a bit of a Pokemon master, this CC adds a little challenge catching spirits, while trying to leave out the ‘holy’ aspect of it. It does have allot of the word virtue, but with a STAT with the same name, its hard not to. I couldn’t think of another name for the STAT.

#DungeonWorldCC

The Exorcist

Your experience as a purger of spirits has given rise to certain skills, providing you with power over them.

Symbol of Virtue

You have a symbol that represents your strongest virtue. It’s what gives you the power to command spirits. Describe your symbol and your Virtue, then choose a STAT that best suites that virtue, this is your max VIRTUE. The symbol has a weight of 1.

Spirit Imprisonment

When you attempt to imprison a spirit, whether roaming or of a dieing creature, within your Symbol of Virtue, describe how you do so and roll+VIRTUE.

10+ The Spirit is contained within your Symbol of Virtue, it gains 1 wt. The GM will give the spirit one move from its abilities when it was alive that it may perform when commanded.

7-9 The spirit is captured, but your VIRTUE is also reduced by 1.

Command Spirit

When you command a spirit, free or imprisoned, you must first roll+VIRTUE.

10+ The Spirit will perform a move within its abilities when it was alive.

7-9 It will perform the command, but first needs some compelling. Choose 1:

-> Show the power of your virtue, reduce your VIRTUE by 1.

-‎> You will free it from your imprisonment.

-‎> Why does the spirit linger in this plane? Make a deal with the spirit and help it to the next.

My Virtues

When you rest for more than a few hours and have time to contemplate your role, increase your VIRTUE to max.