Would like help with a bored Wizard…

Would like help with a bored Wizard…

Would like help with a bored Wizard…

I’m new to Dungeon World — I ran a couple of sessions over the weekend. One of the PC was a Wizard and had a lot of difficulty during combat. Level 1 Wizards traditionally are pretty weak, but this was frustrating. I couldn’t tell if it was my fault as DM, or the PC was just not into the game, or not being creative enough with their skills/spells. The other players seemed to really enjoy the game. To keep the game remotely interesting to him, I ended up letting him use his rituals rather liberally (e.g. making them easier to do, faster, more powerful than I would like)… seemed to work, though I wish it didn’t have to be that way. Any tips for the future?

So here’s another base class I’ve designed for my upcoming grim-and-gritty fantasy game set in Widow’s Landing, a…

So here’s another base class I’ve designed for my upcoming grim-and-gritty fantasy game set in Widow’s Landing, a…

So here’s another base class I’ve designed for my upcoming grim-and-gritty fantasy game set in Widow’s Landing, a class from 3.5 that I always loved the flavor of, even though I was underwhelmed by it’s mechanics: The Hexblade. Let me know what you think!

A post i made about my problems with understanding the Slayer Class from Grim World

A post i made about my problems with understanding the Slayer Class from Grim World

A post i made about my problems with understanding the Slayer Class from Grim World

Okay; my problems to understand the Slayer. 

The Slayer at Level 1 has 2 main mechanics, Thirst and the Arsenal.

When you roll a 6- you get hit with a hard move from the GM. bad

You also get a debility bad

This means you can now roll Hack&Slash with a +1. not impressive

Depending on my Manifestation i might get another move too. okay

So i get punished extra harder then everyone else on a 6- and i get a little little payoff. In fact, i can only use this if my STR (or other stat depening on move) is lower then 1. 

So let’s look at how i would build a starting character. 

You definetly want a high CON since you WANT to FAIL! MORE! then other classes in order to use your class feature. In order to use thin thing your class is about. 

So you should probably get a +1 STR in order to use H&S with Thirst reliably with Thirst. 

Still, you need to roll 2 misses before this option becomes good. And every miss gives you a debility that makes you suck more. 

It is kind of a death spiral i guess that will get you to a higher thirst. 

On the other hand, when someone rolls good, they rarely get to use their classes thing. Their class feature is dead then! 

Next thing. Getting Thirst is hard and damaging to you. So once you are at a confortable level, lets say 3 or 4 you actually DON’T want to kill something. You want to hit something hard and then move to the next thing or otherwise all your work goes away. 

To recap my understanding. 

Your main class feature hurts you harder when you fail.

The payoff isn’t good until you are really beaten down.

And once you are at that point, you don’t want to SLAY stuff because it would reset your Thirst again.

The next thing, your missed rolls will not only impact you, but the other party members as well. So why would they want to have you there? 

Slayers Arsenal is a cool move, but as i said, you actually don’T want to kill stuff. So you will use it to give your allys the tools to kill the monster, not yourself. 

Also, you can’t start with a -1 STR because you need to carry a 4 weight Arsenal around with you, in addition to armor and weapons. 

I don’t understand why i would want to play a class whose main feature is mostly drawback with some nice moments here or there. 

Please someone explain that to me. It goes so counter against everything i learned about game design. 

Maybe there is something obvious i am missing, please explain.

(will look at advanced moves later)  

I made a write up for a Gun Mage.

I made a write up for a Gun Mage.

I made a write up for a Gun Mage. Now this is from my fantasy/sci-fi setting so it’s probably a little different from what you’re expecting. I’m trying to design classes that are versatile and can be played multiple ways. So far I only have the first page done. I want to get my basics covered before I work on advance moves.

The Focus mechanic I’m working on is used two different ways. If you have Focus certain moves work for you. They give smaller passive abilities. The flashier moves make you spend Focus to pull off. I’d love to hear your thoughts and suggestions below.

So guys, gals, and folks of non-binary gender persuasions I’ve been looking for feedback on a custom class I’ve been…

So guys, gals, and folks of non-binary gender persuasions I’ve been looking for feedback on a custom class I’ve been…

So guys, gals, and folks of non-binary gender persuasions I’ve been looking for feedback on a custom class I’ve been developing for a player who was utterly in love with the Binder class from 3.5 and who is interested in joining a DW game that I may be starting up in the near future.

My inspirations for the DW Binder are a combination of the Goetic rites you see in the Lesser Key of Solomon, the freaky unnatural spirits detailed in 3.5’s treatment of Binders, a dash of lovecraft, and then a general seasoning of “caller up of dark and dangerous entities”. Distinct from the wizard in that the Binder’s power is very much externalized, and distinct from the Warlock in that the Binder gains power from control, whereas the Warlock gains power from surrender.

Let me know what you think. Of the moves, of the class in general, of it’s power level compared to the other classes, how fun it seems it’d be to play, and it’s thematic consistency. Also, if anyone wishes to assist me in writing a pithy introductory paragraph for the Binder, that would be most appreciated.

 

There was a really cool idea for a class shared over on the story-games forum a while back, The Gunslinger, meant to…

There was a really cool idea for a class shared over on the story-games forum a while back, The Gunslinger, meant to…

There was a really cool idea for a class shared over on the story-games forum a while back, The Gunslinger, meant to portray the rugged badasses of spaghetti westerns.

Initially i wanted to take the forum post and put it into a legit playbook for personal use (Couldn’t find one anywhere) but once i got started i ended up slowly changing this or that until it was more or less a different version of the class altogether. figured it share my version of the concept here.

This is technically the first custom class I’ve ever made (roughly a quarter of the moves are unchanged from the original) so any feedback on potential balance issues, move construction, or simply layout and spelling/grammar correction would be greatly appreciated. 

I found some old notes I wrote inspired by somebody somewhere who started a dream thief type class (but I don’t…

I found some old notes I wrote inspired by somebody somewhere who started a dream thief type class (but I don’t…

I found some old notes I wrote inspired by somebody somewhere who started a dream thief type class (but I don’t remember now) and so I tightened them up a bit. I like it, but I don’t have anywhere to put it. Nothing I’m working on currently fits a class like this.

DREAMWEAVER Starting Moves

 

Burglar of Dreams

When you steal a dream from someone, roll+INT. On a 10+, their dream is now in your possession and, at your option, they don’t know you took it. On a 7-9, you still take it, but they know. On a miss, you take the wrong dream. You can only have a number of dreams equal to your INT+1 in your possession at any one time.

 

Dreamer of Dreams

When you lie next to someone while they are sleeping, you can see into their dreams. If you look through their dreams for something specific, roll+INT. On a 10+, ask two questions from the list below. On a 7-9, ask one:

·        What are you worried about right now?

·        What are your secret pains?

·        What do you long for?

·        What was the worst time in your life?

·        When were you happiest?

Their dreams will change to answer your questions. Any dreams you can see are dreams you can steal, of course.

 

Merchant of Dreams

When you show someone a dream that you possess, they get a fleeting impression of it, and it stays in your possession. If someone wants the dream—or wants to escape from it—you can decide to parley with them about it and maybe they will give you what you want. When you give one of your dreams to someone, they get to experience it fully, in all it’s wonder, terror, or joy, but you also lose possession of it.

 

Unleash a Dream

When you unleash a dream into the real world, you create an illusion of it, or a single element contained within it, that everyone can see and hear. This removes it from your possession. If you do this in order to deceive, roll+INT. On a 10+, choose two. On a 7-9, choose one:

·        It appears fully lifelike.

·        It can move around (at your command).

·        It feels solid to the touch (but cannot cause damage).

·        It lasts for more than a few moments.

Hey guys, here’s my first-ever Base Class for Dungeon World.

Hey guys, here’s my first-ever Base Class for Dungeon World.

Hey guys, here’s my first-ever Base Class for Dungeon World.

Can’t wait to have your feedbacks and even if I’m a newbie, don’t pull your punches!

A few notes on the character concept: it’s based on a setting I’m developing for something else (a comic book…) that I’ve been dying to play in/test for some time -and DW is perfect for it!

I adjusted the original concept for the D&D-inspired fantasy races (dwarves & humans) but know that the Soldier of Law is basically a “desert stormtrooper”, a mix between a Spartan warrior and a primitive Templar-like warrior-with-faith.

The Confederate Cities they usually come from are located in a rocky desert basin that generates a tough breed of warriors, DWARF warriors in this version. The humans are basically mercenaries that joined the Army of Law.

And yes, they worship the Law as a deity, and are ready to go at length to enforce it. If they ever leave the Army, some find work as “respected” Headsmen in the many courts of the violent province.

That’s it!

Look forward to hear from you!

#dungeonworld  

I’ve been tearing through my copy of Dungeon World lately looking for a specific passage.

I’ve been tearing through my copy of Dungeon World lately looking for a specific passage.

I’ve been tearing through my copy of Dungeon World lately looking for a specific passage.

I remember it in passing and it essentially said, “There are many mages and lesser practitioners of magic in the world, but you are THE Wizard.” (It may not have been the wizard exactly, but that’s how I recall it.)

Basically, I’m looking for where in the book that sentiment of being THE exceptional warrior or magic user or whatever is what sets the PCs apart from the NPCs. Does anyone know where this is located?

Thanks!