Here’s my first draw of page 1 of my Wardancer playbook.
Please, bash away. I need unfiltered feedback to improve it!
PDF: https://drive.google.com/open?id=0Bwei_ZFWBYlPYXY5SF9ITFdMLWs
Here’s my first draw of page 1 of my Wardancer playbook.
Here’s my first draw of page 1 of my Wardancer playbook.
Please, bash away. I need unfiltered feedback to improve it!
PDF: https://drive.google.com/open?id=0Bwei_ZFWBYlPYXY5SF9ITFdMLWs
I’m working on a Wardancer playbook (inspired by the Warhammer Fantasy career) and I’m using Drives instead of…
I’m working on a Wardancer playbook (inspired by the Warhammer Fantasy career) and I’m using Drives instead of Alignment.
So far I have these two :
Boastful
Fight a duel against a worthy foe.
The Art of the Dance
Re-enact a historical moment of your culture through artistic dance.
1. Do these two seem interesting enough to you? I feel like Art of the Dance could be too easy to put in play?
2. Any idea of a 3rd drive I could use?
Does anyone know who made this Robin-Hood-like alt-ranger?
Does anyone know who made this Robin-Hood-like alt-ranger? [Edit. I’m an idiot, it’s in the bottom left corner. It’s by Anthony Giovannetti. Now that I know that, I’ll say that I think it needs a bit of work, but that it’s basically brilliant. I have been frustrated by the ranger for a while because it’s not much of an archer and the animal friend thing doesn’t seem as interesting as it might be in the fiction. So it needs to go one way or the other. In any case, I wanted a Legolas/Robin Hood kind of playbook and here it is.]
https://www.dropbox.com/s/kkhik9jiei57dhv/dw-alt-ranger.pdf?dl=0
https://www.dropbox.com/s/kkhik9jiei57dhv/dw-alt-ranger.pdf?dl=0
May have gone a bit crazy on printing all the playbooks I’ve found.
May have gone a bit crazy on printing all the playbooks I’ve found.
Dice for scale.
Found one called “the charred”. Would be interesting to play that one opposite “the Immolator” from the revised Base playbook set.
And one clued “the princess” (typeset in a Disney font) that is just so. Damn. Tempting.
Death comes for us all.
Death comes for us all. Whether you want it or not, death comes. It can arrive swiftly like a sudden gust of wind on a hot afternoon or it can gently creep up on you like the caress of a lover. Death does not care if you are a peasant or a king, it will come for you on equal terms.
You are a reaper, the personification of death itself on this material plane. Your job is to pass judgement on mortals and deliver their souls to the Black Gates if you deem their time has come. Liches, necromancers, vampires, and all those who have dared to use Death’s power to command the dead or acquire immortality are your enemies. You must hunt them down at all cost. What better way of doing this than adventuring? You don’t do it for fame, glory, or wealth. You do it because adventurers are always in the midst of everything happening in the world. They are, unknowingly, reapers themselves that must go to the Black Gates once their jobs are done.
This product contains two files:
A 12 page playbook containing over 20 moves.
A two page character sheet for you to record your character’s stats, gear, and moves.
http://www.drivethrurpg.com/product/220195/The-Reaper–A-Dungeon-World-Playbook
Hello everyone!
Hello everyone! I’ve been working on some custom playbooks for dungeon world for some time now, and I was wondering if I could get any feedback! Some of these have been lightly playtested, but most of them need much, much more – I’d be honored if anyone took them for a spin!
https://drive.google.com/open?id=0B_FaOJC6NnR-NVFSdFZhUDNwdlE
The Binder – Version 2.0 / Minimalist Version
The Binder – Version 2.0 / Minimalist Version
Some of you may remember the original Binder from a few months back. Here is the heavily modified version 2.0! Minimalized!
https://drive.google.com/file/d/0BzeF5GXNEsnfOEd4M0NXcWF2MVE
My Wizard Hack:
My Wizard Hack:
Basically, it used MANA like AMMO, and mimics the spell point system found other games. I also added some custom moves based on this mechanic.
No more preparing specific spells each day!
https://drive.google.com/file/d/0BzeF5GXNEsnfdDhkZV9tZDNwQVk/view?usp=drivesdk
Has anybody adapted the Dragonfire Adept from 3.5 into a Dungeon World playbook?
Has anybody adapted the Dragonfire Adept from 3.5 into a Dungeon World playbook? The closest I know of is the Dragon Mage, which doesn’t really do the job, so I’m wondering if something closer exists in the wild.
The essential feature I’d be looking for is starting off with a breath weapon which you can gain more narrative options for as you advance. Picking up other draconic aspects as you go would be nice, too. The rest of the class, like non-breath-related invocations, I am not particularly attached to.
A Revised Shapeshifter Move for the Druid
A Revised Shapeshifter Move for the Druid
Because I’m thinking about core DW classes and their moves, and maaaybe because I’m avoiding other work I should probably be doing, here’s my stab at redo the Druid’s Shapeshift move.
I think Shapeshift is playable as-is, and in theory I like the idea of rolling x1 to take on a form that “banks” limited auto-successes for the future. But in play… eh? I find that play kind of grinds to a halt when the druid takes on new forms, as you’re establishing the moves of that form. And I also find that it’s a bit too reliable and just too good, as:
1) you get too much hold (3, 2, or even 1 on a miss)
2) spending the hold generally skips a roll, so there’s none of the interesting results that you see on a 7-9 or even a 10+ to Hack & Slash or Defy Danger
3) Because “At any time, you can spend all your hold to revert to your natural form,” there’s relatively little risk involved with taking on an otherwise useful form. Why not turn into a polar bear while you wander around the dungeon? If it starts to cause trouble, just shed the form.
4) Because spending hold generally lets you skip rolls, WIS becomes the hands-down most important stat and you can generally shapeshift your way around any shortcomings to your physical stats.
5) The only time the GM gets direct say over what happens with the move is on a 6-, and because WIS is so important, it’s not going to come up that much.
6) Players can keep spamming the same forms over and over again.
So… a revision. I know lots of folks have floated revisions, but this is mine.
The key things I’m doing here are:
* Removing the roll to assume a shape, and instead making there be some (hopefully) interesting choices
* Removing the list of “monster” moves that you spend hold to use, and making the move basically all about fictional positioning instead of “banking” successes.
* Giving the character an instinct for the form, as a way to add (further) complications to being shapeshifted
* Making them roll to leave the shapeshift, giving the GM a chance to screw with them on a miss, or to inflict a lingering complication (the instinct), or to take that form away as an option.
* Explicitly calling out that you don’t get the purely supernatural powers of a form you take, unless you take a move to get them.
Anyhow, I’m sure there are some rough spots, but give it a look and let me know what you think! And if anyone feels up to trying these out, or putting these into a formal-looking playbook, let me know!