The Bard’s Arcane Art ability.

The Bard’s Arcane Art ability.

The Bard’s Arcane Art ability.

There are two bands of thought in our group as to how/when this can be used.

One group says it is meant to be very liberal — the bard can “perform” during combat, etc. It just has to fit the fiction, so no silent performances on the lyre, etc. It could be during a combat etc.

The more conservative group believes it must be during a more formal performance — at the pub, by the campfire, etc.

Where do y’all stand?

Michael Jacobson 

Hello, Tavern!

Hello, Tavern!

Hello, Tavern! Following up on the Sorcerer playbook I created back in January, I’d like to present the 3rd and final version of the Warlock playbook I’ve been working on since then. It’s now up on DriveThruRPG for free!

The class has evolved quite a bit over the last 5 months, going from a more standard “three specialties” approach (similar to the sorcerer), to having a 2-page layout including custom patron moves, to a more spacious 3-page layout that allows for more patrons and less terse move wordings.

Unfortunately, I’m a perma-DM in my groups, so this is very much in need of some love and playtesting! I’d offer to give free copies to anyone who provides feedback, but it’s already free, so… feedback still appreciated!

http://www.drivethrurpg.com/product/186902/The-Warlock-Dungeon-World-Playbook

So continuing on my world of Dungeons kick, here are three races as classes for W.O.D.

So continuing on my world of Dungeons kick, here are three races as classes for W.O.D.

So continuing on my world of Dungeons kick, here are three races as classes for W.O.D. (they are the classic three cause the theme of the hack is old school). Personally I think trying to only roleplay the differences is an awesome and simple idea, but for those whom specific classes help, here they are…

Dwarves get stone lore as skill. Choose two of the following as special abilities: 1 Hale and Hearty (once a day may reroll a roll to resist poison or the elements). 2 Night vision (can see in the dark up to Near range without aid from lights.).3 Stubborn (you are immune to spells/manipulation/mind control that forcefully change your beliefs, desires, or will). 4 Dwarvish passion (increase one stat by 1 and decrease another stat by 2 for as long as your are in a frenzy of any emotion.).

Elves get wood lore as their skill. Choose two special abilities:. 1 Free spirit (you are immune to all enchantments, aging magic, charms, and magic affecting those with souls.). 2 Enchanting (your appearance and demeanor draws the attention of all those attracted to beauty and you can persuade one sentient creature a day to do you a favor if you do a lesser one in return.). 3 Fay and Perilous (you can transform into a Fay and Fiercely terrifying form, making even mighty enemies feel a little fear or doubt, whenever you please, but each time you do, give all players in sight -2 forward.). 4 Faery song (as long as you sing this song (3 minutes max) and both of you are undetected, you or another creature turn into a mist form of yourself, allowing you to pass through keyholes or under doors, and hold light objects gently, [you have no strength in this form for work or violence]

Hobbits get persevering as their skill. Choose two special abilities:. 1Foodcraft (when In livable regions, hobbits can craft at least makeshift food provided adequate supplies and time are on hand). 2 Resistant (once a day, roll a 1d6 and subtract that much from a damage roll.). 3Hard to find (If yet unseen, hobbits can quickly hide themselves most anywhere and be hard to detect if they remain still and silent.) 4 Forgettable (With big distraction, hobbits can flee away from captors or enemy if not bound or held and will be ignored or overlooked unless they are valuable.)

How do people feel that the “Dangerous” tag created by the Immolator’s Burning Brand works?

How do people feel that the “Dangerous” tag created by the Immolator’s Burning Brand works?

How do people feel that the “Dangerous” tag created by the Immolator’s Burning Brand works? I realize that it means the weapon is dangerous to its wielder (as all weapons are Dangerous to the target), but how do people see that manifesting in the fiction? Especially with Salamander Immolators – since they’re immune to fire, how could their firey weapon endanger them? What are some situations people have shown the downside of this tag in?

New races, alignments, and reworked bonds for core playbooks:…

New races, alignments, and reworked bonds for core playbooks:…

New races, alignments, and reworked bonds for core playbooks: https://docs.google.com/document/d/1G9038XyUa-0Fvg5q8ML3kQNurzPUz82uTLdO10f1bP4/edit?usp=sharing

This is a continuation of the playbook template project I posted about some months back (I had a serious injury that slowed me down). You can view it here if you want: https://www.reddit.com/r/DungeonWorld/comments/44ng55/new_google_docs_based_class_playbook_design/

I’m almost done now with the whole playkit! I’m submitting these major changes to the wider community, but I’m also looking for anyone who is interested in looking over the whole playkit to spot check and give feedback (message me or leave a comment indicating your interest).

Every playbook will have a total of 3 alignments and 4 races, basically adding to the preexisting ones. And I reworked the bonds to more closely follow the structure outlined in the rules on writing bonds.

When the project is done, I plan to release the playkit on DriveThruRPG as pay what you want, and the Google Doc template will be released for anyone to use for their own playbooks.

Here’s all six simplified playbooks that I have been working on.

Here’s all six simplified playbooks that I have been working on.

Here’s all six simplified playbooks that I have been working on. These are intended for one-shot games with relatively new people, so the emphasis is on ease of use and quick set-up time. I might cap it off with GM’s playbook, just something to use as a reference with the GM moves, principles, and agendas.

https://drive.google.com/file/d/0BwbHes6iNuGrYU10Tk42VVZHaGM/view?usp=sharing

Building on an idea that was posted here a few months back (sorry for forgetting the name of the person who came up…

Building on an idea that was posted here a few months back (sorry for forgetting the name of the person who came up…

Building on an idea that was posted here a few months back (sorry for forgetting the name of the person who came up with the idea), I wanted to take a go at creating simplified versions of the base playbooks, suitable for one-shots with people who are new to DW or tabletop in general. I wanted to be able to get playing as quickly as possible, so I streamlined a few of the options to ease up on the number of decisions that need to be made, as well as preventing newbie-traps like playing a fighter with low STR.

I also added a list of basic moves to the back of the sheet, along with a quick explanation of how DW works and the basic dice mechanic. This is the part I’m most critical of, and would most like to have some outside opinions on.

Just a fighter for now, but I intend to build more; all except the druid, paladin, and barbarian, which may introduce too much complexity for newcomers or otherwise not lend themselves to this style.

https://drive.google.com/open?id=0BwbHes6iNuGrNVROZ2xqSnRvMjQ

Made a warlord playbook (I know, another playbook), and an illustration for the playbook that mixes my own style…

Made a warlord playbook (I know, another playbook), and an illustration for the playbook that mixes my own style…

Made a warlord playbook (I know, another playbook), and an illustration for the playbook that mixes my own style with the style present in the core book. Both the class and the art are licensed CC BY. C&C welcome.

http://freeforall.cc/works/warlord-dungeon-world-playbook/