It took me until deep into the night last night, but I have a rough draft of the Monster Tamer finished.

It took me until deep into the night last night, but I have a rough draft of the Monster Tamer finished.

It took me until deep into the night last night, but I have a rough draft of the Monster Tamer finished. Once I get my wife to proofread / sanity edit the document, I’ll toss it up here and see what you guys think. 

I compiled a list of Dungeon World Playbooks that I’m aware of. I’m sure there are others.

I compiled a list of Dungeon World Playbooks that I’m aware of. I’m sure there are others.

Originally shared by Jeremy Friesen

I compiled a list of Dungeon World Playbooks that I’m aware of. I’m sure there are others.

http://takeonrules.com/2013/05/06/dungeon-world-playbooks/

http://takeonrules.com/2013/05/06/dungeon-world-playbooks/

I need some help!

I need some help!

I need some help! I’m trying to create a new class for my son, who I’m trying to break into tabletop RPGs and away from the console games, and thought he might like it more if he could play a pokémon master in a fantasy world. Plus, it just seemed like an awesome thing to make.

I can’t figure out how to make the ‘Monster Catcher’s monsters to act properly. They’re not a ranger’s animal companion – the monster catcher doesn’t do anything but suggest actions while the monsters go out and do them, they don’t ‘work together’ at all, for the most part. I don’t want to make the mechanics with this too difficult but I do want it to reflect the fact that the monster catcher isn’t doing anything but telling the monster what to do.

The current plan is to give each monster a set of stats like a ranger’s animal companion – maybe rename them to be more thematic for the class – and a loyalty score as well. When you try to get your monster to perform an action for you, roll + loyalty. But then you’re ignoring the monster’s stats completely.

I could have the roll be cha + associated stat, but anyone looking at the class will give their monster catcher a high charisma, and almost never fail rolls – at least, have a much better chance not to.

Loyalty + monster stat? Then I’m not bringing in the monster catcher’s skill at all, and it’s all on the monster. 

Anyone have any advice?

Just want to make sure I’m getting this right.

Just want to make sure I’m getting this right.

Just want to make sure I’m getting this right. The Druids Spirit Tongue move only allows for understanding the speech of critters but not speaking it. He could listen to them and understand what’s going on but be can’t communicate with them. (Although, maybe while shapeshifted he can communicate with animals of the assumed form?)

On the other hand, the Rangers Wild Empathy allows for full communication with animals. Right?

Here’s my second playbook based on Folktale creatures, The Giant!

Here’s my second playbook based on Folktale creatures, The Giant!

Here’s my second playbook based on Folktale creatures, The Giant!

Originally shared by Adrian Thoen

The Giant – A Dungeon World Playbook

“Fee, Fie, Foe, Fum! I smell the blood of a Smallfolk man!”

Oh the funny little tales the smallfolk tell about you. Little worlds about small deeds, their tiny mouth incapable of truly describing you and your deeds properly. Puny words like brute, thug, beast cannot do you or your heritage justice.

Your people have a duty that goes back into times the smallfolk can only describe as legend. Your heritage is a great part of you, it gives you your magic, your appearance, and your solemn duty. You may be a builder, a grower, a protector, or a balancer. With your magic and your size, you carry out your duty with implacable stoicism.

The Giant is a Playbook designed for use with Dungeon World and Inverse World. As The Giant, you will be towering over smallfolk, lifting great burdens, and using your heritage magic in the service of the age-old Duty handed to your people in the distant past.

The Giant uses Drives and Aspects instead of Alignment and Race, an exciting new way to describe your character!

Drives and Aspects are an exciting new look at Dungeon world classes that comes from the creators of inverse World,  the upcoming book that will have a unique setting for use with Dungeon World. Keep your eyes open for Inverse World!

Starting Moves

Larger Than Life

Your large size gives you both advantages and disadvantages. When you bring your size and strength to bear against a problem, roll +Str. *On a 10+, you choose 2 Actions and the GM chooses 2 Consequences. *On a 7-9, you choose 1 Action, and the GM chooses 3 consequences:

Actions

You send someone or something of your choice flying

You deal your damage

You crush or smash an item or object of your choice

You pick up someone or something the size of a human

You clear an obstacle with a great leap or stride

You make an opening that was too small just large enough

Consequences

Your surroundings are damaged by your actions

Someone you don’t want harmed is put in danger

Something important is knocked out of reach or damaged

you lose your footing or get stuck

you are attacked, or suffer damage from the environment

You draw unwanted attention to yourself or others

Heritage Magic

When you call on your Heritage Magic to fulfill your people’s Duty, roll +Con. *On a 10+, your magic bolsters your action substantially. On a 7-9, it helps, but choose 2.

It’s effects aren’t as powerful as you intended

It’s effects won’t last as long as you wanted

You’ve had to sacrifice something valuable

Camouflage

It is normally very hard for you to hide due to your size. When you stay perfectly still in an environment linked to your Heritage, you blend in and others look right past you.

Unusual Diet

Choose a commonly found resource: Wood, Ice, or Stone. When there is a plentiful supply of your food source nearby, you don’t need to consume a ration when making camp. When there isn’t a plentiful supply of your preferred food nearby, you eat one of your rations, and someone else’s too!

Choose either Enduring Atlas or Hurl to start with. You may take the other as an advanced move when you level up:

Enduring Atlas

When you push yourself beyond your limits to lift the impossible, roll+Con. *On a hit, you lift it. *On a 10+, choose 1. *On a 7-9, choose 2:

The strain harms you, take D4 damage

You are vulnerable to attack

You can’t hold it for long…

Hurl

When you pick up and throw something or someone, roll+Str. *On a 10+, it lands where you intended. *On a 7-9, the GM chooses 1:

It lands awkwardly

You or an ally is vulnerable

You threw it too soft, or too hard!

http://rpg.drivethrustuff.com/product/114198/The-Giant—A-Dungeon-World-Playbook?src=social_media_link#.UYZq4jwzgc0.google_plusone_share

What software do I need to edit the class templates that are available from the dungeon world homepage?

What software do I need to edit the class templates that are available from the dungeon world homepage?

What software do I need to edit the class templates that are available from the dungeon world homepage?

I remember it starts with an “I” but i’m drawing a blank.

Thanks,

This is a concatenated set of 17 freely available alternate base classes for Dungeon World.

This is a concatenated set of 17 freely available alternate base classes for Dungeon World.

This is a concatenated set of 17 freely available alternate base classes for Dungeon World.  I’d like to add a single page for attribution.  This set includes the artificer, barbarian (the official one,) charlatan, fortune teller, warlock (the free one by Brandon Schmelz,) initiate, knight, namer, drider, gladiator, grave knight, leader, mage, noble, psion, shaman, and true friend.  I primarily made this for myself to make printing a batch of alternate classes more easily.

If you have any templated classes you’d like to be added or removed, or know who to attribute which classes to, please let me know.  If there’s any issue with this being online, let me know and I’ll kill the link and/or fix it.

https://www.dropbox.com/s/6b7w28woipjxth5/4-25-13%20Merged%20DW%20Alternate%20Base%20Classes%2017%20total.pdf?raw=1

So the Fighters Evil Eye move, does that typically lead into a no-roll-necessary execution?

So the Fighters Evil Eye move, does that typically lead into a no-roll-necessary execution?

So the Fighters Evil Eye move, does that typically lead into a no-roll-necessary execution?

I finally got off my duff and released the Mountebank playbook for Dungeon World.

I finally got off my duff and released the Mountebank playbook for Dungeon World.

I finally got off my duff and released the Mountebank playbook for Dungeon World.

If you run a game with lots of social interaction, the Mountebank will fit right in.

http://www.rpgnow.com/product/113902/The-Mountebank

http://www.rpgnow.com/product/113902/The-Mountebank