Not sure if this is quite the right spot to post racial moves, but I’ve been pondering running a Dungeon World game…

Not sure if this is quite the right spot to post racial moves, but I’ve been pondering running a Dungeon World game…

Not sure if this is quite the right spot to post racial moves, but I’ve been pondering running a Dungeon World game in the Elder Scrolls setting, and I was hoping to get some critique on these racial moves I’ve made.

As a note, I plan on using the Class Warfare book instead of the predefined playbooks.

ARGONIAN:

— You are immune to mundane diseases and poisons, and can breathe underwater.

KHAJIIT:

— Your hands count as weapons with the [HAND] range, and either the [PRECISE] or [MESSY] tags. You can see perfectly even in complete darkness.

ALTMER (High Elf):

— Whenever a magical effect happens close by, you can feel it.

Choose one Cantrip and one 1st Level spell. You can cast it even if you lack spellcasting ability otherwise.

BOSMER (Wood Elf):

— You can speak to, and understand, animals as if they were people. When you Spout Lore or Discern Realities regarding wilderness environments or creatures take +1.

DUNMER (Dark Elves):

— Whenever you take damage from a fire-based source, reduce the damage by half. You also have an Ancestor Guardian spirit that acts as a hireling. The hireling has no Cost, but only 1 point to spend on Skills, and if lost can be resummoned when you Make Camp.

ORSIMER (Orc):

— Once per battle you may reroll a single damage roll (yours or someone else’s). You can judge the worth and mettle of armor and arms at a glance.

BRETON:

— Choose one Cantrip. You may cast it even if you otherwise lack spellcasting ability. If you are adversely affected by a spell or directly magical effect, take +1 forward to your next roll.

IMPERIAL:

— When you make camp in a dungeon or city, you don’t need to consume a ration. Whenever you find treasure, you find 2d6 Gold in addition to whetever else you find.

NORD:

— You are completely immune to mundane cold, and take half damage from magical cold. As long as you are touching the ground, you cannot be moved by attacks that also deal damage.

REDGUARD:

–Gain +1 forward to parley with anyone who

has seen you fight. Gain +1 to spout lore on anything related to warfare.

Anyone running an online DW campaign that would like to have another player? Let me know please.

Anyone running an online DW campaign that would like to have another player? Let me know please.

Anyone running an online DW campaign that would like to have another player? Let me know please.

Sparking a rebellion

Sparking a rebellion

Sparking a rebellion

Just had a very interesting session. The players have picked up a follower – the outlaw princess of the Kingdom, intent on reclaiming the throne and take her revenge on the evil advisor who has the king in his thrall.

Sparked by this, and the general shitty conditions of the common people in the border town they’re currently in, the characters want to start a full out rebellion.

Any ideas how we can facilitate this in play? A custom move? Some sort of countdown clock to represent the population’s willingness to rebell? Two opposing clocks perhaps – one for the rebellion and one for the ruling powers to squash the will to fight?

A while back my group of once-newbie players, with me as their once-newbie DM, after fifteen sessions spanning…

A while back my group of once-newbie players, with me as their once-newbie DM, after fifteen sessions spanning…

A while back my group of once-newbie players, with me as their once-newbie DM, after fifteen sessions spanning almost two years of wallclock time finally finished their ongoing Dungeon World campaign.

The secret of the Order of the Green Cape was revealed, the Dragon of Light manifested in our Ranger’s incontinent Eagle companion (don’t ask), and the attempted return of the blood-god Groth was successfully thwarted.

Throughout those two years the Dungeon World Tavern has been my lifeline. I’ve posted questions and asked for advice here so many many times, and you folks never failed to come through for me and help me out with the difficult bits. On behalf of myself and my players I thank you deeply — all of you please take +1 going forward. 🙂

We’re taking a break from DW now, and have started a D&D 5E campaign (boo, hiss!), just to see how a slightly more mechanistic approach to RPG’ing compares to the storytelling-focused DW way of doing things. This time, I will simply get to play a PC and won’t need to worry my head with keeping things running smoothly.

At some point I will undoubtedly return to DW, though — I really like the game, and I really like being DM for it. Until then I think I will still continue to hang out in this Tavern even if I’m not actively playing DW. I just kinda like the atmosphere…

There’s been a lot of talk of alternate Damage and HP systems.

There’s been a lot of talk of alternate Damage and HP systems.

There’s been a lot of talk of alternate Damage and HP systems. Here’s another that I cooked up as a thought experiment. The main goal was to keep class damage dice as written, but to mitigate the effects of excessive armor and low damage rolls.

When I first wrote it up, it was more complex than it sounded in my head—I set it aside expecting to forget about it, but it’s grown on me some since then. Still not sure it’s worth using, but I thought I share if it sparked someone else’s imagination.

Every two weeks I send out the Dungeon World Newsletter with links and discussions I find interesting.

Every two weeks I send out the Dungeon World Newsletter with links and discussions I find interesting.

Every two weeks I send out the Dungeon World Newsletter with links and discussions I find interesting. Here is Issue #17 which went out yesterday.

http://www.dungeonworldnewsletter.com

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Vin Move #1: Copycaster: http://moves.vindexus.net/move/copycaster

by Colin “Vindexus” Kierans: http://vindexus.net

Based on a great suggestion from Andrew Huffaker, over the next 20 issues I’ll be posting links to the 20 Vin Moves I did last year. The full project is here: http://moves.vindexus.net and here’s the first move.

Copycaster

When you are the first spell-casting member of your party to use magic where this foe can sense it they gain the ability to cast a spell from your class, roll+WIS. On a 10+, the GM will choose a level 1 spell from your class. On a 7-9 the same, but the spell must be of your level or lower. On a 6-the GM will choose a spell from your class of any level.

——–

What challenges, deals, sacrifices, etc., have you used for a 7-9 on Last Breath?: https://www.reddit.com/r/DungeonWorld/comments/7a57d9/what_challenges_deals_sacrifices_etc_have_you/

Some good inspiration for what is probably the most tense move players will roll for in a game.

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Dungeon World JSON Data v0.0.8: https://www.github.com/Vindexus/DungeonWorldData

by Colin “Vindexus” Kierans: http://vindexus.net

I’ve release version 0.0.8 of the Dungeon World Data project. This is programming project I’ve been working on to put all of DW’s data into an easily usable JSON object that others can import into their apps and website. This newest release adds the Wizard and Cleric spells.

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The Boughs Campaign Setting: http://drivethrurpg.com/product/223551/The-Boughs?affiliate_id=815382

by Sandy Pug Games: http://www.drivethrurpg.com/browse/pub/7386/Sandy-Pug-Games?affiliate_id=815382

USD $8.30

The author, Liam Ginty, describes this setting on G+ as “kind of a Weird-Fantasy mashup of Dredd, The Raid, Boy Scouts and Fury Road. Its set in a unique world where diverse races of people make their homes inside immense sky-scraper trees, and you, the Rangers, solve the problems they face.”

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Sword Breaker Issue No. 5: The Folded Lands: http://drivethrurpg.com/product/226588/Sword-Breaker-Issue-No-5–The-Folded-Lands?affiliate_id=815382

by Logan Howard & Jesse Ross: http://drivethrurpg.com/browse/pub/11205/Sword-Breaker?affiliate_id=815382

PWYW

“Sword Breaker is a digital fanzine for Dungeon World. Each issue will contain content centered around a particular setting. You can use it like one big dungeon starter or a collection of monsters, items, moves, hirelings, compendium classes and such to drop into other games.

Issue five is the biggest and best looking yet! With Jesse Ross on the team, Sword Breaker is a lot easier to read and cool to browse through. Get ready to explore some weird fantasy in the Folded Lands! Mutants, robots, and aliens await your Dungeon World adventurers!”

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Let Me Explain Roundtable – Dungeon World (Part One): https://letmeexplainpodcast.podbean.com/e/lme-roundtable-dungeon-world-part-one/

by Let Me Explain: https://letmeexplainpodcast.podbean.com/

Podcast [40:48]

I only listened for a bit but it’s entertaining so far.

“On your quest for adventure, you discover an audio file of three idiots attempting to play an RPG together. What do you do? For today’s roundtable episode we get fantastical with Dungeon World!”

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The Illusionist Playbook: http://drivethrurpg.com/product/226468/The-Illusionist–A-Dungeon-World-Playbook?affiliate_id=815382

by Mike Wice: http://drivethrurpg.com/browse/pub/7625/Mike-Wice?affiliate_id=815382

USD $1.66

“A dazzler of sights, sounds and a trickster of light and dark who wears visages both alluring and grotesque. The Illusionist is a cunning spellcaster who specializes in misdirection, deception of the senses, tricks of the light, and the horrors of the dark. The Illusionist manifests illusions so powerfully exquisite or tremulously terrifying that they become dangerous.”

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The Conjurer Playbook: http://drivethrurpg.com/product/226457/The-Conjurer–A-Dungeon-World-Playbook?affiliate_id=815382

by Mike Wice: http://drivethrurpg.com/browse/pub/7625/Mike-Wice?affiliate_id=815382

USD $1.66

“The Conjurer bends the very fabric of space and time to bring forth extraplanar servants from other dimensions. This magic-user’s powerful magic can bend space to teleport creatures and objects, create places in the folds between worlds, make an interdimensional sanctuary for allies, and traverse great distances in the blink of an eye.”

——–

The Enchanter Playbook: http://drivethrurpg.com/product/226465/The-Enchanter–A-Dungeon-World-Playbook?affiliate_id=815382

by Mike Wice: http://drivethrurpg.com/browse/pub/7625/Mike-Wice?affiliate_id=815382

USD $1.66

“The charming manipulator, the cunning con man, the irresistible lover. The Enchanter is a powerful spellcaster who specializes in manipulating the minds and emotions of others. They wield magic to change emotions, incept suggestions into minds, confuse enemies, erase memories, and dominate wills.”

——–

The Diviner Playbook: http://drivethrurpg.com/product/226460/The-Diviner–A-Dungeon-World-Playbook?=affiliate_id=815382

by Mike Wice: http://drivethrurpg.com/browse/pub/7625/Mike-Wice?affiliate_id=815382

USD $1.66

“The Diviner is a finder of secrets, a teller of fortunes, and a powerful empath. This magic-user wields powers of insight, prediction of the future, sensory projection to far away places, sight through illusions and deception, and delving the most secretive minds.”

http://www.dungeonworldnewsletter.com

Looking for thoughts on my custom performance moves!

Looking for thoughts on my custom performance moves!

Looking for thoughts on my custom performance moves!

Here’s the background:

I am running a oneshot game on the weekend where the party (four people) want to play a travelling performance troupe (they aren’t all bards, so they are a pretty rag-tag group). The adventure is going to be focused on the final round of the national competition (no idea how they got to that stage given their terrible reputation… I’ll be interested to hear them explain that!). The prize is a musical instrument artefact (it’s cursed, and will steal noise from the world if played… not that anyone knows that). I am expecting the party to compete dirty. They’ll either try and steal the artefact, or they will bribe and sabotage their way to a final performance.

In the situation where they do end up performing, I’ve come up with some custom moves. I’d be interested in your thoughts!

Perform as a Troupe:

When you perform as a troupe, each member must make the “aid in a performance” move. The sum of performance points contribute to this move:

* on a 10+ you blow the audience away, you are the clear winner.

* on a 7-9 you did admirably, but it’s close. It’s going to come down to the judges.

* on a 6- well, that didn’t go well, and everyone knows it.

Aid in a performance:

When you aid in a performance, roll+CHA.

* on a 10+, contribute 3 points to the performance

* on a 7-9, choose 1:

– contribute 2 points to the performance, but the next person to roll for the performance carries -1 forward. Explain how this happened. (this option is only available if you are not the last to roll)

– contribute 1 point to the performance

* on a 6-, contribute -1 points to the performance

Doing things to sabotage, or to help their performance before hand will earn them +points forward on the troupes performance.

Bribing or blackmailing the judges will determine the result if it comes down to the judges to decide the result.

I’ve tried to balance the performance points for four people.

Thoughts, suggestions? At the moment it is quite specific to a competition, so I’d be interested to see how would you modify it to be more general purpose.

Does anyone have or remember a great Ravenloft navigate the labyrinth type move writeup for a Castle Crowcroft or…

Does anyone have or remember a great Ravenloft navigate the labyrinth type move writeup for a Castle Crowcroft or…

Does anyone have or remember a great Ravenloft navigate the labyrinth type move writeup for a Castle Crowcroft or loft with monsters and treasure and such? Thanks!