How much of this move’s text would you share with your player(s), right then, in game?

How much of this move’s text would you share with your player(s), right then, in game?

How much of this move’s text would you share with your player(s), right then, in game?

When you dicker with Jacque, roll +CHA: on a 10+, he’ll trade for but a pittance (a song, a kiss, a flask of whisky); on a 7-9, he asks for something innocuous but with an insidious cost (like a song, which you forget utterly after singing, or a kiss—but not a kiss right now, no no, the memory of your first kiss); on a miss, he demands something that you’ll surely miss or regret giving.

Inspired by Terry Pratchett’s witch stories and the Witch playbook by Melissa Fisher and David Guyll

Inspired by Terry Pratchett’s witch stories and the Witch playbook by Melissa Fisher and David Guyll

Inspired by Terry Pratchett’s witch stories and the Witch playbook by Melissa Fisher and David Guyll

Witch Advancements:

All They See Is The Hat

When you come to a new town wearing your black pointy hat roll + CHA

*On a 10+ There’s someone here who has been helped by a witch in the past and will show you hospitality.

*On a 7-9 You get hospitality but the villagers are in need and they will come to you with their problems: Cursed wells, lost valuables, sick sheep, broken hearts, and so on. The GM will tell you what they expect.

*On a Miss they know what a witch is. Witches cackle and build houses of gingerbread. They’ve seen your kind before, or maybe just heard about you in stories. But anyway, they know just what to do with you…

Second Senses

When you discern realities add these options to the list

What important detail have others overlooked?

What magic is at work here?

I was thinking about Spout Lore, and, searching the history of this community, ran into a very nice rewrite by…

I was thinking about Spout Lore, and, searching the history of this community, ran into a very nice rewrite by…

I was thinking about Spout Lore, and, searching the history of this community, ran into a very nice rewrite by Jeremy Strandberg. I like how it perpetuated the back-and-forth between the GM and player on a 7-9, while still allowing the GM influence over the total direction of the move. But as great as that rewrite is, I can’t help but feel like it misses my main issue with the Spout Lore Move.

That is, the vagueness of it all.

I mean, it sits right next to Discern Realities, a great move that equips the player with questions that push the fiction forwards in new and unexpected ways for everyone. Compared to that, Spout Lore looks like the equivalent of prodding the GM with a stick and saying “Hey. Say something interesting.”

Imagine if Discern Realities said “On a 10+, the GM will tell you something interesting and useful about the situation or person”. Yeah.

What if there were something similar for Spout Lore? A list of leading questions that lend structure to the move and give the participants some prompts to build off of.

Even a move as simple as Bardic Lore (player asks a question, GM answers) is much more powerful and much more directed.

Perhaps there’s some fundamental reason that Spout Lore has to be so vague, but I’m not sure. Ultimately, both Spout Lore and Discern Realities are used in very similar situations: You want some useful or potentially-useful information. The only difference is whether you already knew it or you’re learning it now.

What do you think?

UnPlayable Fantasy PbtA

UnPlayable Fantasy PbtA

UnPlayable Fantasy PbtA

BASIC MOVES

This is the third thread in the series where I present my latest work to the public, explain it’s design goals, and then discuss and analyse the final result on the Story-Games forum.

Enjoy.

http://www.story-games.com/forums/discussion/21346/unplayable-fantasy-pbta-basic-moves

http://www.story-games.com/forums/discussion/21346/unplayable-fantasy-pbta-basic-moves

I came up with this move a while ago to kick off a oneshot.

I came up with this move a while ago to kick off a oneshot.

I came up with this move a while ago to kick off a oneshot. It’s designed to facilitate a game where the player characters are all united to defeat some threat to the world. It gives each player a hand in defining the threat, with the intention being to get all the players invested from the start.

I imagine it being used in an opening scene or prologue where the PCs are all gathered around a campfire or in a tavern sharing their information or stories. Each player rolls the move in turn and builds on the details established by the previous players, optionally starting with a GM prompt (like “an evil noble”, or “a wild beast”).

Here’s the move:

When you share your experience regarding the Threat, describe your previous encounter with the Threat and roll. If it was…

…through battle or contest, +Str

…through stealth or escape, +Dex

…through affliction or defeat, +Con

…through research or prophecy, +Int

…through divination or oracle, +Wis

…through rumour or trickery, +Cha

On a 10+, you come with insight into how to gain an advantage. Describe one weakness or limitation of the Threat.

On a 7–9, you know of the danger the Threat poses – and knowledge is power. Describe one quality that makes the Threat dangerous.

On a 6-, Mark XP. You possess only vague and unsubstantiated information. As 7-9, but prepare yourself – the Threat may be even more dangerous than you imagined.

I am not a huge fan of HP in dungeon world for PCs, so I have been fiddling around with an alternative.

I am not a huge fan of HP in dungeon world for PCs, so I have been fiddling around with an alternative.

I am not a huge fan of HP in dungeon world for PCs, so I have been fiddling around with an alternative. This is my current way to do that, i’d love feedback on what you guys think.

Note that it is not completely original as it borrows a lot from other alternatives that people have suggested here and elsewhere.

The system:

You can have 3 types of injuries:

– Light (max 3), nothing too serious. Bruises, small cuts, etc.

– Serious (max 2). Hurts like hell. Think twisted ankles, broken bones.

– Deadly (max 1). Needs tending to as soon as possible.

If you take another injury of a type you already have the maximum of, you take a more serious injury instead.

If you take a second deadly injury, you go to the black gates.

There are two basic moves attached to this:

TAKE HARM

Whenever you take harm, roll and add any ARMOR that protects you from this harm to the outcome

On 10+ You take a light injury

On 7-9 You take a serious injury

On a 6- You take a serious injury and a debility

Tell the GM how you are injured and what happens.

RECOVER

Whenever you take enough time to recover, roll+CON

On 10+ Choose 3

On 7-9 Choose 2

On 6- Choose 1

– One deadly injury is reduced to a serious injury

– One serious injury is reduced to a light injury

– One light injury no longer affects you

– One debility no longer affects you

(you can pick the same option multiple times)

Some notes

– Like with any move, sometimes the GM might decide you don’t roll. Instead, simply tell the player to take an injury (of type X) if that makes sense for the fiction.

– My players like rolling for the damage THEY do. So monsters can still work with HP, I don’t mind that as much as I dislike hp for characters. I have to add that I rarely track my monster HP in detail. Many monsters die in 1 hit (feels epic) and more difficult monsters (leaders, bosses) tend to go down in 1-2 succesful hits as well, but require more rolls to get into a position to get those hits in.

– I would consider renaming ‘armor’ to ‘defense’, as I can think of many different examples of spells and abilities that enable you to avert harm from yourself that have nothing to do with shields and breastplates.

What I personally like about this system

– Mathematically, it still works out more or less the same as HP on average. In my mind, a light injury would be about 3 damage, a serious injury about 5, and a deadly injury about 10, making this equivalent to about 20 hp in line with the average PC.

– It removes RNG from incoming damage rolls (although you don’t need this system to do that, it is a benefit nonetheless in my mind).

– It gives ARMOR a much more similar mechanical use as all other modifiers in the game.

– It makes CON a more interesting stat

– The recover move feels more natural than saying ‘ ok now you regain X hp’. It is also a very easy move to affect with other skills that allow you (or others) to remove more quickly.

– It is very easy to attune healing spells/potions to this system. For example, the cleric already has three types of healing spells, one to match each level.

– More use for debilities

I’d love feedback, suggestions, comments…anything! 🙂

Has anyone here tried to port the BITs (Beliefs, instincts and traits) from Burning wheel to Dungeon World?

Has anyone here tried to port the BITs (Beliefs, instincts and traits) from Burning wheel to Dungeon World?

Has anyone here tried to port the BITs (Beliefs, instincts and traits) from Burning wheel to Dungeon World?

I am considering to try this out to help some of my less experienced players to set more clear & consistent goals for their characters and how they interact with the world. Kinda like flags but the other way around?

If you have done this already or something similar, what did you do and what did you like (or not like) about it?

VIOLENCE MOVES

VIOLENCE MOVES

VIOLENCE MOVES

This is the second post in the series analysing my very personal spin on a fantasy PbtA game.

As usual, here is the link to the full content posted on the Story-Games forum, for ease of exposition and discussion 🙂

http://www.story-games.com/forums/discussion/21332/unplayable-fantasy-pbta-violence-moves

http://www.story-games.com/forums/discussion/21332/unplayable-fantasy-pbta-violence-moves

When announce to someone that you know someone here/close by and it’s not unreasonable ROLL+CHA and on a hit they’re…

When announce to someone that you know someone here/close by and it’s not unreasonable ROLL+CHA and on a hit they’re…

When announce to someone that you know someone here/close by and it’s not unreasonable ROLL+CHA and on a hit they’re there. On a 10+ they’re favourably disposed.

The GM will ask you how you know them, and after you’ve rolled in which circumstances you parted.

Has anyone else missed having a BW Circles-roll equivalent? Is it completely off the idiom of the game? Is it solved with the asking of questions?

“Do I know anyone here?” ; “I don’t know, do you know anyone here?” ; “As your gaze wanders the interior of The Bucking Stallion you spot someone you know. Who? … and what do you think they are doing here?”