When you GM Dungeon World and a player triggers a custom move, do you read the custom move to the player before…

When you GM Dungeon World and a player triggers a custom move, do you read the custom move to the player before…

When you GM Dungeon World and a player triggers a custom move, do you read the custom move to the player before rolling (or otherwise clue the player in to what is coming if/when they trigger(ed) the move)?

Looking for some feedback on this custom move for a magical door.

Looking for some feedback on this custom move for a magical door.

Looking for some feedback on this custom move for a magical door. Especially the 7-9 result. I’m frankly not sure if the door should open, or if they need to find a another way in. (They lost the magical amulet that opens all the doors in the complex the last time they entered, and they need to stop the ritual that’s going on inside.)

The Main door to the underground cathedral of the Eirablodkult

A massive door of petrified wood, carved with intricate patterns of dragons and linnorms crushing and devouring people, all pouring forth from a massive dragon swallowing her own tail.

In the center of the door are two large dragon maws. Inside their gullet you can see a bronze bar. To open the door you evidently have to reach past their needle sharp teeth to turn the bars.

When you reach both your hands inside the dragon maws to grip one bronze bar in each hand a jolt of electricity shoots through you, the jaws clamp shut, and the hollow teeth of the dragons drink of your blood. Roll +CON

10+ The door drinks it’s fill and opens. Take 1d8+3 damage.

7-9 As above, but you also take the weak debility.

6- The door is thirsty, and won’t let you go. If you can’t get loose fast, it’ll bleed you dry.

Image: Urnes Stave Church by Nina Aldin Thune. CC-BY-SA, source: wikimedia.

[Announce] Quick Characters for Dungeon World

[Announce] Quick Characters for Dungeon World

[Announce] Quick Characters for Dungeon World

I have written a small web application (https://grkuntzmd.github.io/DWQuickCharacters/)

to manage characters for Dungeon World.

It is adapted from Joe Banner’s “Quick Start Rules” in “By

Beard and Ear”. Changes from Joe’s rules are

* When creating a new characters, the app rolls best 3 out

of 4d6 for each stat.

* The stats can be re-arranged in what ever order the user

chooses.

* I added a thief-like class (Stiletto (1d8 damage close),

detect traps, pick locks or pockets, or disable traps

(must defy danger with DEX to use)) on the request of

one of my weekly players.

* I changed the fighter class damage to 1d10 as in the full

game.

* I added an “Other” alignment on Joe’s suggestion.

* I have been letting my players increase one stat by one

point each time they level up.

All data is stored in the browser’s local-storage, so if you

run it on different browsers or devices (e.g. iPad), you will

not see the same characters.

I have tested it on Chrome (Version 64.0.3282.119),

Firefox (Version 59.0b4), and iPad (iOS 11) in both

landscape and portrait orientation.

It is released under an Apache 2.0 license and the

source code is available at

https://github.com/grkuntzmd/DWQuickCharacters.

Let me know how you like it and if you find it useful.

https://plus.google.com/+JoeBanner84

https://docs.google.com/document/d/1iyIX1KWgPkcUwy0qGQE_R6WKCv6dzutdmhKT1rxFtBo/edit?usp=sharing

https://docs.google.com/document/d/1iyIX1KWgPkcUwy0qGQE_R6WKCv6dzutdmhKT1rxFtBo/edit?usp=sharing

Originally shared by Dirk Detweiler Leichty

https://docs.google.com/document/d/1iyIX1KWgPkcUwy0qGQE_R6WKCv6dzutdmhKT1rxFtBo/edit?usp=sharing

first draft of a spell table based heavily on Jason Lutes approach in freebooters on the frontier.

On handling the narration of combat.

On handling the narration of combat.

On handling the narration of combat. I’m curious on how this goes in others games as far as who narrates the interpretation of the roles during combat. I always tell my players that I’ll narrate what happens but if they prefer to than just step up and do it. About 95% of the time it’s left up to me but honestly I wish they would take more swings at it. I have one player that often has really imaginative outcomes that keep me on my toes and often opens up whole new avenues of were the combat can flow. On the other end of the spectrum I have a player that still says “I use hack and slash”. The majority just say something along the lines of “I swing my sword at the goblin”.

Part of me feels that maybe some players are intimidated by the amount of control they have over the game. It could also be the level of creativity or to quickly improve things varies between people. I feel getting vivid and interesting descriptions really brings the game to life. For example I was playing at a convention game and the gamemaster always used 7-9 in combat as a straight exchange of damage. While she was a competent GM her technique towards combat made it feel rote and lifeless.

So what are your feelings and processes to the above? I want to stress there is no right or wrong I was stating my preference only. I’m curious about other’s preferrences.

Looking forward to someone creating a Dungeon World starter for this.

Looking forward to someone creating a Dungeon World starter for this.

Looking forward to someone creating a Dungeon World starter for this. https://twitter.com/fartpowder/status/957003810509082624?ref_src=twcamp%5Eshare%7Ctwsrc%5Eandroid%7Ctwgr%5Edefault%7Ctwcon%5E7090%7Ctwterm%5E3

https://twitter.com/fartpowder/status/957003810509082624?ref_src=twcamp%5Eshare%7Ctwsrc%5Eandroid%7Ctwgr%5Edefault%7Ctwcon%5E7090%7Ctwterm%5E3

Idle thought.

Idle thought.

Idle thought… a class (probably some sort of wizard) that starts ridiculously powerful, but that grows less so through XP.

Like, imagine something like a Boaz, First of the Magi in Joe Abercrombie’s First Law trilogy. Ancient, ridiculously powerful, but each time he uses his magic there’s a significant risk of it going completely out of control and draining an enormous amount of vitality & power from him, vitality/power that he does not get back through any normal means.

At the same time, he’s got this enormous life history, a network of temporal power, and no shortage of powerful enemies and old grudges working against him.

You could flavor it a few different ways: an ancient magus (like Boas), a lich or mummy, a forgotten deity, a pharaoh/god-king.

I think a class like that could be made interesting. But could it be made in such a way that it didn’t completely overshadow the rest of the players? Is DW even the right game for it?

Hmm…

Has anyone created race moves for cat people or any other beast races?

Has anyone created race moves for cat people or any other beast races?

Has anyone created race moves for cat people or any other beast races? Any other race moves people have created for races not included in the base playbooks that they’d be willing to share?

Session Zero Issue 5: The Frost Giant’s Gambit is now available for $2.99 on DriveThruRPG (MUCH sooner than I…

Session Zero Issue 5: The Frost Giant’s Gambit is now available for $2.99 on DriveThruRPG (MUCH sooner than I…

Originally shared by Brian Holland

Session Zero Issue 5: The Frost Giant’s Gambit is now available for $2.99 on DriveThruRPG (MUCH sooner than I expected… the last issue took 8 days to go live, and this one only took 1!)

http://www.drivethrurpg.com/product/232096/Session-Zero-Issue-5–The-Frost-Giants-Gambit?src=gp012318

http://www.drivethrurpg.com/product/232096/Session-Zero-Issue-5–The-Frost-Giants-Gambit?src=gp012318