In preparation for a “spooky” DW game tomorrow, I’m building a custom 0-level playbook based on “The Commoner”.

In preparation for a “spooky” DW game tomorrow, I’m building a custom 0-level playbook based on “The Commoner”.

In preparation for a “spooky” DW game tomorrow, I’m building a custom 0-level playbook based on “The Commoner”. I decided to expand on the “Cower” move as follows, and would love your thoughts.

Original:

Cower

When you drop any weapons you hold and beg for

mercy, opponents ignore you in favor of other targets.

NEW: (edited)

Cower

When you drop any weapons you hold and beg for mercy from an intelligent opponent, Roll + Str.

On a 10+, your opponent recognizes the threat you still pose, and attacks without mercy.

On a 7-9, your opponent will spare you, but with a cost…

On a 6-, your opponent ignores you in favor of other targets. Do not mark XP.

It’s a flip of the stat usage, with the intention that it’s easier for a weaker character to appear non-threatening.

I need input on this custom move, please!

I need input on this custom move, please!

I need input on this custom move, please!

Undertake a Perilous Journey

When you travel through the wilderness, everyone consumes 1 ration per day of travel and each character picks a job. A character can’t pick more than one job at a time. You may assign Followers to these jobs. If a job remains unassigned, treat it as if it had rolled a 6-.

Describe how your physique helps keeping the party safe and ready, then roll+STR.

10+ Choose 2

7-9 Choose 1

* If the group is attacked, some enemies decide it’s not worth it.

* No one takes the Confused debility from being scared and edgy.

* Choose a character that you train personally. He marks XP.

Describe how you gain knowledge of the surroundings, then roll+DEX.

10+ Choose 2

7-9 Choose 1

* You make an interesting Discovery.

* You catch signs of a nearby Danger.

* You remain unnoticed.

Describe what gear you carry yourself to ease everyone’s journey, then roll+CON.

10+ Choose 2

7-9 Choose 1

* No one takes the Sick debility.

* One character heals a debility.

* Everyone heals damage equal to half its max HP.

Describe how you navigate through the easiest and fastest route, then roll+INT.

10+ Choose 2

7-9 Choose 1

* You reach your destination faster.

* No one takes the Weak debility.

* The group doesn’t draw unwanted attention.

Describe how you gather supplies as you travel, then roll+WIS.

10+ Chose 2

7-9 Choose 1

* You gain 1d4 rations.

* You gain another 1d4 rations.

* You produce or find an item worth 10 coins or less (choose which).

Describe how you help the group keeping a high morale, then roll+CHA

10+ Choose 2

7-9 Choose 1

* One other character gains +1 Forward on his job check.

* One unassigned job doesn’t allow the GM to make a move as if it had rolled 6-.

* One other character who rolled 7-9 is considered having rolled 10+.

Do you know of any other games that has a move similar to DW’s Last Breath move?

Do you know of any other games that has a move similar to DW’s Last Breath move?

Do you know of any other games that has a move similar to DW’s Last Breath move? It’s so great, DW can’t be the only one.

Hey everyone!

Hey everyone!

Hey everyone! I’m a fairly new GM for Dungeon World, and PbtA games in general. This week, I’ll be running my 6th DW game, and what would be around my 20th PbtA game, and I was wondering how people felt about using a move from one PbtA game to port into this one. Specifically, I run an infrequent City of Mist game and I wanted to talk about the Investigate move (which will be listed below for those unfamiliar.

My first question is this: Would porting this move into DW take away from a move like Discern Realities?

I’ve been operating, and have expressed this to my players, under the idea that Discern Realities isn’t quite the DW equivalent of DnD’s perception roll, but more like an investigation skill check if we’re talking DW-DnD comparisons. For one, I’m making those comparisons because I came from running Pathfinder, and additionally all of my DW players are use to doing DnD or DnD-esque game, so this is me just framing it in a way that we’re already familiar with.

My second question, which might be answered in the first, is in porting this over, should I just disregard Discern Realities? Is it a good idea to even do so?

The move as written in City of Mist (the +Power part would change if I did port it over to CHA or WIS or whatever to fit what the PC is doing):

When you use your abilities to seek answers to burning questions, roll+power. On a hit, you uncover as many Clues as your Power. Spend your Clues 1-to-1 to ask the MC a question about the subject of your investigation or ask another player a relevant question about their character. They must give you either a straight answer or a solid lead. On a 7-9, they can also choose 1:

-Your investigation exposes you to danger.

-The Clues you get are fuzzy, incomplete, or part-true part-false.

-Whoever or whatever you are asking the question(s) can ask you one question as well. You answer on the same terms.

When you create a move, especially those that grant “Choose X”, do you usually give context for the effect or do you…

When you create a move, especially those that grant “Choose X”, do you usually give context for the effect or do you…

When you create a move, especially those that grant “Choose X”, do you usually give context for the effect or do you leave it for the GM/Players to justify the bonus narratively?

For example, I’m making this Undertake a Perilous Journey alternate move and one option is to act as a Pack Mule and carry extra gear (roll+CON). One of the option is “All PCs take +1 Forward” . My thinking is that the Pack Mule carries extra comfort items (sleeping mats, warm blankets, pots & pans for cooking, spices, ale, etc), which lift the spirits of his companions.

Would you say that or would you just say “All PCs take +1 Forward” and let the GM ask the player why and how?

I have a feeling that DW as written usually doesn’t go too deep in the explanations to keep the rule text light and also grant player’s agency in the fiction.

I tried to use my variant of the Labyrinth move last Friday, and despite my players suffering various debilities,…

I tried to use my variant of the Labyrinth move last Friday, and despite my players suffering various debilities,…

I tried to use my variant of the Labyrinth move last Friday, and despite my players suffering various debilities, they rolled spectacularly and the “maze” was only two rooms long, somewhat anticlimactic. I hereby present a revision of my magic item in the hopes that it could create a better scene for you (or me in the future)!

Her Greedy Skull (v2)

This fetid face belonged to the only thief who successfully burgled the Sea-Vault of the Faded Dwarves. Even in death, the halfling’s face lights up with avarice when dwarven treasure is nearby.

When you navigate the labyrinthine vault, describe how you do so, and roll+stat.

Example Methods:

[STR] Clearing broken/stuck doors, fallen pillars and stone from your path?

[DEX] Crossing narrow ledges, or semi-flooded, slippery chambers?

[CON] Swimming through flooded rooms, corridors, or climbing exhaustingly tall/wide expanses?

[INT] Deciphering rune carvings to determine the district, or studying architectural layout, to then infer the best possible path to the primary vault?

[WIS] Keeping your bearings and being aware of sights, sounds and smells to determine a safe path toward the centre, even if it means sometimes moving away from your goal, like negotiating a maze?

[CHA] Petitioning the spirits of the dead, the elements or the gods to usher you toward your goal?

Example Chambers:

Ventilation Shaft & Feeder Tunnels

Draperies Against Damps

Fish Farm Inlet

Mushroom Pasture

Toilets (Connected to Mushroom Pasture)

Primary & Lesser Treasure Vaults (Inc. Cellars, Pantries)

Mining Gear Room

Forges

Communal Hall

Private Chambers

Grand Temple and Lesser Shrines

No Libraries (books rot), Runes on Every Wall instead. (Random graffiti and news beside pertinent advice relevant to each area)

On a 10+, one more of the skull’s orifices glow, showing you are on the right path.

On a 7-9, one more of the skull’s orifices begins to glow just as you turn a corner to face a Vault Guardian.

On a 6-, a Vault Guardian blocks your path, and the skull goes completely dark in fear. Vault guardians draw substance from the very walls, and create new walls to trap and confuse intruders.

For every light in the skull, describe a treasure near enough to take for yourself. Should you do so, that light is extinguished as the skull realises it is lost to her.

When there are three lights in the skull, you can see the door to the great safe, just at the edge of your light, behind a terrifying Vault Guardian. There is another tempting treasure much closer…describe how much it resembles one of your oldest dreams.

If you have any feedback/cool ideas to add to this custom move i’d love to hear it :)

If you have any feedback/cool ideas to add to this custom move i’d love to hear it 🙂

If you have any feedback/cool ideas to add to this custom move i’d love to hear it 🙂

When your life flashes before your eyes , roll +Wis.

On a 10+, recall an important memory from your childhood: describe how that recollection has given you renewed strength and optimism. Take +1 forward on your next 3 rolls, and choose 1 from the 7-9 options.

On a 7-9, recall an important memory from your childhood: describe how that recollection has given you renewed strength and optimism. Choose one:

* heal 1d6 of hp.

* remove 1 debility

* take +1 forward on your next roll.

On a 6-, relive an important memory from your childhood: the memory becomes a nightmare with the current dire situation intruding on your recollection. Describe the memory and the nightmare: take -1 forward on your next roll and the GM makes a move.

Brief context:

I’m intending to use it at the start of my next game – the last session ended on a cliffhanger with most of the party hiding in a potential dead-end in a dragon’s hoard, and the Barbarian standing out in the open as the dragon (our version of Salucidiar from Ray Otus​’s Plundergrounds – The Horde) rounded the corner. Things don’t look too good… hehehe 🙂 . It’s mainly intended to encourage some fun character building and to have an impact on the following scene.

Narrate a fight

Narrate a fight

Narrate a fight

When you want to resolve a combat scene with a single roll, each player roll…

… + STR if you fight in melee

… + DEX if you use ranged attacks

… + CON if you rely on the Balboa tactic

… + INT if you can cast Wizard spells

… + WIS if you can cast Cleric spells

… + CHA if you’re a Bard or have some other ways to bolster your allies

* On a 10+, describe how badass you were and choose 1.

* On a 7-9, describe how hard it was and choose 2.

You take damage

You take a debility

You lose 1 ammo (if you used DEX)

You forget/revoke 1 spell (if you used INT or WIS)

You lose something important to you.

I picked up the D&D 4e Eberron Campaign book at a local used bookstore months ago for $8, then put it on shelf and…

I picked up the D&D 4e Eberron Campaign book at a local used bookstore months ago for $8, then put it on shelf and…

I picked up the D&D 4e Eberron Campaign book at a local used bookstore months ago for $8, then put it on shelf and forgot about it. I opened it up last night to thumb through and found a lot of stuff in it that I really like. The following is a DW’d version of The Chasm of Forgotten Echoes (with lots of room to customize its “cult” and “High Priest”)…

The Cave of Dead Whispers

Long ago an ancient cult sealed the tomb of their High Priest – a forgotten place of power deep inside a cave – with a mortar made from the blood of innocents and the bone-meal of their undead servitors. Centuries later the cave was breached and its new properties were accidentally discovered when one of the intruders by habit asked his long deceased wife “Alright Liana, where’s the good stuff hidden?”. To his and his companion’s horror she replied in a hoarse whisper “Don’t know… not here… when hidden”.

MANY others have come to the Cave of Dead Whispers since to ask questions of the dead, but it must be noted that how you ask a thing is as important as who you ask! It has been told that some spirits give near truths and outright lies if they feel disrespected, or even attack their petitioner if angered!

When you enter the Cave of Dead Whispers and speak the name of a deceased person to ask them a question that can be answered with only a few words, roll + CHA

10+ The GM gives you a truthful answer

7-9 The GM answers vaguely with a near truth or lie