Asking the community for advice for a new PC.

Asking the community for advice for a new PC.

Asking the community for advice for a new PC. The player of the ranger who died in Wednesday night’s game is keen to play something small and pixie-ish. Are there any extant playbooks that approximate that sort of character? What moves would you include for a small pixie or sprite PC?

A player in my ‘Arabian knights’ style DW game wanted to play An Alchemist, and we settled on the Wizard as the…

A player in my ‘Arabian knights’ style DW game wanted to play An Alchemist, and we settled on the Wizard as the…

A player in my ‘Arabian knights’ style DW game wanted to play An Alchemist, and we settled on the Wizard as the closest choice. I have been working on making The Alchemist class for him and this is my current Draft.

I used the Mage and the Artificer from the DW Alternative Playbooks as my basis. 

What do people Think? Any Suggestions? I’m particularly keen for Advanced Move ideas and possibly better Racials. 

The finished previews for the #inverseworld  Classes.

The finished previews for the #inverseworld  Classes.

The finished previews for the #inverseworld  Classes. If you didn’t back the kickstarter you can still play these classes like they are written here. You just don’t have full access to all moves.

http://www.mediafire.com/view/?cdbi5ol0y8jha67

I’m working on a class of adventuring Barmaids, Barmen, Waiters, Wenches and Serving Staff. A work in Progress.

I’m working on a class of adventuring Barmaids, Barmen, Waiters, Wenches and Serving Staff. A work in Progress.

I’m working on a class of adventuring Barmaids, Barmen, Waiters, Wenches and Serving Staff. A work in Progress. 

The Bar Staff

Tied back hair, glorious hair, bandanna

Slim Body, Well-endowed body, fit body

bright eyes, welcoming eyes, tired eyes

smart clothes, revealing costume, stained apron

Damage: d6

HP:Constitution + 6

Drives:

Proving Those Whiners Wrong

Prove that adventuring isn’t all that hard

Pursuit of Wealth

Make a tidy profit

The Lure of the Horizon

Go somewhere new and interesting

Races:

Human: you’ve overheard a lot of rumours in your time. Take +1 to Spout Lore. 

Dwarf: when you make an improvised strike, you take +1 armour forward.

Halfling: in any place with servants, you can find a way to blend in. Nobody will question your presence unless you do something truly unexpected. 

Bonds:

___ drank in my bar, they were a good customer

___ drank in my bar, they were a terrible customer

___ got very drunk once, and told me a secret

___ needs to loosen up

Moves:

Service:

When you help your companions with down-time activities, the numerical value of the rewards of such acitivities is increased by one. For example – making camp heals an extra 1 hp, Bolster gives an extra 1 hold, poison brewing gives one more dose, etc. 

Distracting Intercourse

when you engage somebody in conversation, and don’t want their attention to wander, roll +CHA. On a hit, their attention is all yours. On a 7-9, their attention is your, but pick one:

-holding their attention puts you in a spot

-you can only hold their attention briefly

Improvised Strike

When you unexpectedly grab a nearby object and strike somebody roughly in a vital spot with it, roll +CON. On a 10+, both. On a 7-9, pick one.  

-You create an advantage, +1 forward

-you deal your damage +1d6

The selected object might be able to continue to function as a weapon, depending on what it is (GM’s call). 

Gear:

Choose your weapon:

the crossbow from under the bar (near, far, reload, 2 weight), and a bundle of bolts (3 ammo, 1 weight)

the sword that hung over the fireplace (close, +1 damage, 2 weight)

A pair of knives from the kitchen (hand, precise, thrown, 1 weight)

The axe from the woodpile (close, messy, 2 weight)

[more to come]

Advanced moves:

You Meet in a Tavern

You take +1 to Recruit, and hirelings you recruit will have the cost “Large Quantities of Alcohol”. 

Undivided Attention

When you distract a target, on a hit, you can give yourself or an ally +1 forward against them.

Tavern Performer

Take a move from the Bard class

Worldly

Take a move from any class not currently in use

Brawler

when you make an Improvised Strike, take +1d4 forward to damage

24-hour service

When you make camp and attend to one of your companions’ needs overnight (bring them snacks, make them breakfast, make sure they’re… comfortable…), take +1 ongoing to aid or interfere with them until you make camp again. 

Barbarian Outsider Questions

Barbarian Outsider Questions

Barbarian Outsider Questions

I enjoy the Barbarian’s Outsider racial move. However, I’m finding I’m running a bit thin on questions for the Barbarian in my group. Any suggestions or existing lists?

Here’s what I’ve used so far (omitting followup questions that only make sense for his character):

– Why did you leave your people?

– What is taboo to your people?

– What weapons do your people typically use?

– What is your people’s land like?

– How do your people look differently from “civilized” people here?

– What do your people do that “civilized” people find distasteful or taboo?

– How do your people treat magic?

A few of my favorite answers from our group’s Barbarian:

– Why did you leave your people? The tribe used to be warlike, but has since settled into a peaceful, prosperous existance. Young adults still felt the need to prove themselves, so now they’re sent out on rumspringa to minimize in-tribe violence.

– What is taboo to your people? Allowing someone else to write your name; it grants them power over you. Everyone can write their own name, spouses can write each others, and parents can write their children’s.

Hello folks

Hello folks

Hello folks, 

I’ve looked around and didnt see anything for this in official or unofficial forums.   This is regarding multiclass moves (seemingly the bane of every system).

Does anyone here do anything with hit point or base damage adjustment after a multiclass is “dabbled?”   For instance, even though there is a difference in the L10 fighter who dabbled in spellcasting and the L10 wizard who dabbled in fighter moves, the damage they roll is very different for non spell moves (as well as hps, but I value this less).  

It seems like a mechanic to move the die one closer to the dabbled class perhaps if 2 die apart, seems like an adequate “fix,” in my mind.  

For example, a fighter who dabbles in wizard spellcasting will shift class base damage down one die type, as wizard base is d4 and three steps away from the d10.  The fighter moves to d8.   The wizard who does the same (dabble in fighter) only moves to d6, which still represents differences in the root background of each character.    

I just wanted to know if anyone else had found issue with this process and how they handled it.  

Thank you for your time, and good gaming.

Hey Johnstone Metzger, we were playing through our first session of Adventures on Dungeon Planet last night and one…

Hey Johnstone Metzger, we were playing through our first session of Adventures on Dungeon Planet last night and one…

Hey Johnstone Metzger, we were playing through our first session of Adventures on Dungeon Planet last night and one of the players chose the Mutant playbook. We were a bit confused about choosing the “monster moves” and how to use them in play.

I told her to just make up a few things that she liked and how those particular mutations were physically manifested. She chose “chameleon”, “alternate spectrum vision” and some third thing I can’t recall. Did I do this right?

Any advice on how to play a Mutant?

Also, two of my players chose evil alignments, which is always a pain in the ass.

So, the Bard. I just read Eva Schiffer comment about the Bard being too much of a “support” role and “Arcane Arts”…

So, the Bard. I just read Eva Schiffer comment about the Bard being too much of a “support” role and “Arcane Arts”…

So, the Bard. I just read Eva Schiffer comment about the Bard being too much of a “support” role and “Arcane Arts” lacking player agency (here : http://www.1000d4.com/2013/07/25/failure-in-rpgs-and-why-i-love-dungeon-world/#comment-184; read the post too, it’s good!).

I came up with this alternative to the “Arcane Arts” move (and all advanced moves building on it), trying to hit those two birds with one stone. It’s a (rough) first draft. I’m not satisfied with the names of the moves (english is a second language to me), but I like the vibe of it. I picture this alternate Bard chanting the victories of his company and spelling the doom of their enemies while chopping heads, so the Gear should reflect that. Maybe “A Port in the Storm” should be removed (or maybe it’s just me). Comments welcome!

War Chant (Bard move, instead of Arcane Arts)

When you loudly chant while in the thick of things, maybe your victories past or the foolishness of your enemies, you increase your damage to d8 and roll +CHA. On a 10+, hold 3. On a 7-9, hold 1. So long as you continue to chant, you may spend hold, 1 for 1, to choose an option :

– you strengthen the resolve of an ally of your choice. Their mind is shaken of one enchantment. 

– you strike fear in the heart of the enemy. They hesitate in their next move, maybe missing an opportunity or dealing -1d4 damage, the GM will describe how.

– you anger an opponent facing you, making them foolhardy. Take +1d4 damage forward against them. 

Lively Poem (2-5 Bard move, instead of Healing Song)

When you choose to strengthen the resolve of an ally with War Chant, you also give them +1 forward.

Infuriating Tone (2-5 Bard move, instead of Vicious Cacophony)

When you choose to anger an opponent facing you with War Chant, you take +2d4 damage forward against them instead. 

Lifting Voice (2-5 Bard move, instead of Eldritch Tones)

When you War Chant you always get +1 hold, even on a 6-. 

Spirited Poem (6-10 Bard move, instead of Healing Chorus)

Replaces : Lively Poem

When you choose to strengthen the resolve of an ally with War Chant, you also give them +2 forward.

Maddening Tone (6-10 Bard move, instead of Vicious Blast)

Replaces : Infuriating Tone

When you choose to anger an opponent facing you with War Chant, you take +3d4 damage forward against them instead. 

Heartening Voice (6-10 Bard move, instead of Eldritch Chord)

Replaces : Lifting Voice

When you War Chant you always get +1 hold, even on a 6-. On a 12+, you immediately give +1 forward to all the allies hearing you.

#thiefweek

#thiefweek

#thiefweek  

Sod waiting for the rest of the week, here’s the City Thief character sheet: 

https://docs.google.com/file/d/0B30fzv28XdrYNjRwTXN6TzhWZ1E/edit?usp=sharing

And here’s the item list to go with it: 

https://docs.google.com/file/d/0B30fzv28XdrYdjhjSThnZmhNSXM/edit?usp=sharing

(For those who don’t know, the City Thief is a Thief variant class which is about 30% custom content and 70% the core Thief. It’s meant to be a poison-less Thief variant, and one that’s slightly more urban. Also, it’s totally a ripoff of Garrett from the Thief series.)