What do you think of this stealth move:

What do you think of this stealth move:

What do you think of this stealth move:

PROWL ABOUT

When you move silently and hidden from sight, hold 3 Cloak.

When you risk revealing your presence while holding Cloak, roll 2d6+ Cloak :

On a 10+, you remain undetected.

On a 7-9, choose 1 (the GM will fill in the details):

– You arouse suspicion and lose 1 Cloak.

– You are spotted but have the drop on them.

– You stumble on an obstacle you did not expect.

– You leave behind incriminating evidence.

On a 6-, lose 1 Cloak in addition to whatever the GM says.

When your Cloak reaches 0, the jig is up.

(Credit to u/Qrowboat on reddit for 90% of this move)

Rolling 2d6+CLOAK is key here : the longer you stay hidden and the more stuff you do, the harder it is to remain undetected. No nonsense like “it was just my imagination” from the guards.

If you have a Thief in the party you might want to tweak some of their moves so they can do fun stuff with Cloak.

When you spend a day exploring a region in search of adventure…

When you spend a day exploring a region in search of adventure…

When you spend a day exploring a region in search of adventure…

This is a set-up with a lot of possibilities for groups just looking around for trouble in a new land they haven’t fully explored yet. The goals I have in mind would be:

* Give everyone a chance to contribute

* Generate points of interest on the fly (q.v. Perilous Wilds)

* Make some random encounters/introduce dangers

* Set-up future adventures

So, how would you write such a move?

I’m thinking of attempting to make GM interactions in a large city setting, what do you think would be more…

I’m thinking of attempting to make GM interactions in a large city setting, what do you think would be more…

I’m thinking of attempting to make GM interactions in a large city setting, what do you think would be more interesting to implement?

Edit: Would like to get to a 100 votes before working on one or two of the liked ideas. Ethier that or in a week’s time.

I’m working on a concept for Dungeon Moves and I’d like to get your opinions.

I’m working on a concept for Dungeon Moves and I’d like to get your opinions.

I’m working on a concept for Dungeon Moves and I’d like to get your opinions. This has changed a few times since I originally conceived of it and I want to refine it even further.

Issue 4 of Session Zero will take place on an island prison, and 1 of the 6 possible guard types (you’ll be able to randomly determine the guard type or choose it, so you can play The Island Prison in a number of different ways) is The Undead, and another will be clockwork sentinels. They will both use a variation of this move.

Fictionally I think it’s appropriate that in a prison guarded by zombies and skeletons, there will be magic that allows the defeated guards to reanimate automatically (same with the clockworks, but with a different “skin”).

The GM can make a Dungeon Move when the players roll a 6-, but I want to add a small bit of mechanics to that (which means I can’t just list it as a Normal Dungeon Move):

Dungeon Move: Reanimation

While in combat with undead, if a player rolls 6- you may reanimate a number of defeated undead in that combat equal to result of the roll (cannot exceed the number of undead already defeated in this combat).

Ideally it would be more elegant to simply put a Reanimate move on the zombies and skeletons, so that I can bring one of them back on a 6-, but I’m not sure I can use the Monster Move of a dead adversary.

That’s a lot of set up to ask this question: If an adversary is killed, do I still have access to the moves that adversary had while it was “alive”? Mechanically I think not: Sure, a “dead” zombie could Reanimate, but a dead sorcerer could not Befuddle Mind, and a dead priest could not Heal Wounds.

So can I use the Dungeon Move: Reanimation I outlined above, or would something like this be fine: Reanimate (only during the combat in which it was killed)?

It’s just a way of indicating “you can use this Monster Move after the Monster is dead” without saying it.

Thoughts? Criticisms? Thanks!

Some significant updates made this bad boy in the past few days.

Some significant updates made this bad boy in the past few days.

Some significant updates made this bad boy in the past few days.

There’s now full sections (moves, design notes, variations, and example GM moves) for the following:

* Drowning

* Falling (major updates!)

* Scouting Ahead (newish!)

* Mind Control

Moves, but not explanation for:

* Burning

* Chases

* Working Together

* Reaction Checks (new!)

Planning to add stuff on:

* Sneaking

* Starvation/Exposure

* Navigation

https://goo.gl/ZTZ4e4

I’m experimenting with a move for a spellcaster that specializes in divination, but I wanted to do it differently…

I’m experimenting with a move for a spellcaster that specializes in divination, but I wanted to do it differently…

I’m experimenting with a move for a spellcaster that specializes in divination, but I wanted to do it differently than just the standard cast a spell. Here’s the two moves I came up with, but I don’t know if this is a good idea. What do you think?

Read the Fates

When you spend some time consulting the fates, roll 2d6 and place them on this move. When you make another move, you may use one of these dice in place of either of the dice rolled for that move. You cannot use this move again until you have used both of the dice on this move.

When you cast a divination spell, discard a die on Read the Fates, then cast a spell from your list with a level less than the value of the die you discarded. (wherein your spell list has spells of levels 1 through 5)

I’ve been running a couple of campaigns where my players hate playing priests, and likewise don’t like to stop and…

I’ve been running a couple of campaigns where my players hate playing priests, and likewise don’t like to stop and…

I’ve been running a couple of campaigns where my players hate playing priests, and likewise don’t like to stop and shop for potions or poultices. This ends up in them Making Camp (or asking to) in the most absurd places, at inconvenient times in the narrative.

So, I wrote this move and I’d appreciate everyone’s thoughts!

WE’RE GONNA MAKE IT

When you’re somewhere dangerous and you don’t have enough time to rest, describe how you don’t think you’re going to make it. Choose a party member to Roll+DISADVANTAGE (take the lowest 2 of 3d6). On a 10+, they heal 1d6 pick 2. On a 7-9, heal 1d6, pick 1. Describe how your party member helps you.

*The party may use WE’RE GONNA MAKE IT again before you Make Camp

*You heal an extra 1d6 (may be taken twice)

*You perform an additional action from Make Camp (Commune, Level Up, Prepare Spells)

*You may roll+STAT to lose a debility

I’ve been thinking, I don’t really like how Quest is written.

I’ve been thinking, I don’t really like how Quest is written.

I’ve been thinking, I don’t really like how Quest is written. It’s too “meh, do whatever”. I think that I can rewrite it in a way to encompass what it already does, but do so in a more specific way:

When you dedicate yourself to a mission through prayer and ritual cleansing, state what you set out to do, then roll +CHA.

*On a 10+, choose 2 boons, and the GM imposes 1 vow.

*On a 7-9, Choose 2 boons and the GM imposes 2 vows OR choose 1 boon and the GM imposes 1 vow.

*On a 6-, choose 1 boon and the GM imposes 3 vows.

I think my group is slowly getting to the point where as GM I need to start thinking about what will happen when…

I think my group is slowly getting to the point where as GM I need to start thinking about what will happen when…

I think my group is slowly getting to the point where as GM I need to start thinking about what will happen when they confront the big baddie of the campaign: the blood god Groth, reincarnated into some unfortunate human avatar.

I certainly want Groth to be a memorable enemy, so my first thought is to give him forceful messy b[2d10] claws, which will basically start slicing off limbs when the players get into a fight with him (so it won’t just be about HP damage).

But in order to spice up the fiction I also want to give him a deafening roar (or something else cool). I can do that as a monster move that I activate on bad rolls by the player, but I would much rather make it more interactive using a custom Move such as:

GROTH’S BLOOD ROAR

When you hear Groth roar, roll +CON. On a 10+ yours ears are ringing and you feel a bit unsteady, but you’re still standing. On a 7-9 you have been thrown to the ground and will be effectively deaf for the next five minutes or so.

But that’s not really a player-triggered move, and there is no real sense of ‘succeeding at something’ to the rolls, so I’m not happy with that either.

I guess my question is: can I incorporate this idea of a deafening roar in an interesting, DW-appropriate way that allows for some player initiative, or should I just stick with reactive monster moves that the players can DEFY DANGER to (“You rolled a six, eh? Well, Groth throws back his head and takes a deep breath — you sense he’s getting ready to howl and it’s probably not gonna be pretty. What do you do?”)