Finally had cause to use this Scout Ahead move in play last night, and it worked wonderfully.

Finally had cause to use this Scout Ahead move in play last night, and it worked wonderfully.

Finally had cause to use this Scout Ahead move in play last night, and it worked wonderfully… though we only saw two 10+ results in play.

I was particularly happy with the way it framed the conversation around the scouting action. The PC who triggered it (both times) has often taken up huge amounts of spotlight time sneaking forward and escalating the situation.

By establishing the hit result as “you return safely” and giving the player an option of “you get away clean,” it totally avoided all the players usual curiosity-killed-the-cat instincts that cause him to keep taking risks until the dice betray him and things go south.

Five stars. Will use again.

Has anyone else used this in play? If so, how’s it worked out for you?

Originally shared by Jeremy Strandberg

You know what sucks, in pretty much every game system? When the sneaky/stealthy/social character sneaks off ahead of the party into some dangerous situation, and you follow that character’s actions and play that out while everyone else sits and twiddles their thumbs.

It can be particularly bad in Dungeon World because of the 7-9 results’ tendency to escalate situations, and because of how you GM: describe the situation, make moves, ask “what do you do?”

One of the best experiences I can recall having with this was playing D&D, where the party’s rogue was an NPC with very little personal initiative. He’d scout ahead if we asked him to, and he’d disappear for a bit and then the GM would tell us whether he returned and what he found.

That got me thinking… is there a way to frame “scouting ahead” in such a way that the scouting happens off-camera, and the details come out as what happened? (Rather than playing them out as they happen.) And that led me to this:

SCOUT AHEAD

When you go off on your own to explore a dangerous area, tell us how you do it and add…

…+DEX if you rely on stealth and agility

…+CON if you rely on patience and endurance

…+CHA if you rely on blending in with the locals

On a 7+, you make it back safely and the GM will describe what you encountered. Then, on a 10+ pick 3; on a 7-9 pick 1:

* Ask a question from Discern Realities about what you encountered (you can choose this more than once)

* You were able to sneak something out of there; ask the GM what

* You made some preparation or created some advantage to exploit upon your return; work out the details with the GM

* You got away clean: leaving no trace, rousing no suspicion, etc.

On a 6-, mark XP and choose 1:

* You make it back to the others but with trouble hot on your heels! Ask the GM what follows you.

* You’ve been captured, trapped, pinned down, or otherwise stuck out there. We won’t know how or where until the others come looking for you.

* You’re missing in action; the details will be revealed later

(Edited that last bullet based on discussion in comments.)

Here is Miasma of Fear 2.0, taking all of the advice from my previous post…

Here is Miasma of Fear 2.0, taking all of the advice from my previous post…

Here is Miasma of Fear 2.0, taking all of the advice from my previous post (https://plus.google.com/101824580455031797035/posts/PWUe59Cr5Tv) into account.

Miasma of Fear

The forest’s dark magic causes fear to seep into your very being. Even those who are normally immune to such feelings recognize a growing sense of dread.

When you enter The Dark Forest or have a few hours of uninterrupted sleep there, hold Courage equal to your WIS. Whenever you narrate an action and roll 6-, in addition to whatever the GM says, lose 1 Courage.

While you’re in The Dark Forest, before rolling for an action you narrated you must Defy Danger with Courage.

On 10+ Your companions are heartened by your steadfastness and they each gain 1 Courage. You may roll for the action you narrated as normal.

On 7-9 You’re rattled but are otherwise fine. You may roll for the action you narrated as normal.

On 6- Your fear has gotten the better of you. Narrate how you flinch or hesitate, causing your action to fail. Do not roll for the action.

Note: Courage is a resource. You may use it up with the terrifying tag, or let a player add to it when healed, or in the presence of a courageous or pure act.You’ll also notice that rolling 6- when you Defy Danger with Courage does not decrease your Courage, because your are not narrating the Defy Danger, it’s compulsory.

Yochai Gal, Colin Kierans, Jeremy Strandberg, David Perry

This is a “Feature” I wrote for Issue 3 of Session Zero.

This is a “Feature” I wrote for Issue 3 of Session Zero.

This is a “Feature” I wrote for Issue 3 of Session Zero. It’s meant to simulate a “fear track” that shows a slow burn from Courageous to Fearful (which is why is uses wisdom rather than WIS). It was changed dramatically and directly because of a move several people contributed to in a post by Robert Doe recently. Any and all comments and criticism are welcome, I just want to make it the best it can be for the issue.

Miasma of Fear

A strong sense of fear permeates the Dark Forest. Even those who are normally immune to such feelings recognize a growing sense of dread.

When you enter The Dark Forest, hold Courage equal to your wisdom.

When you have a few hours of uninterrupted sleep, your Courage becomes equal to your wisdom.

Whenever you roll 7-9 for a move, in addition to the normal outcome lose 1 Courage (courage can go below 0)

Whenever you roll 6- for a move, in addition to whatever the GM says, lose 2 Courage and then roll + Courage.

7+ You’re rattled but are otherwise fine.

6- Your fear has gotten the better of you, and it becomes difficult to concentrate on actions that were once second nature to you. Until you’ve had a few hours of uninterrupted sleep you roll + 0 for all moves, unless you would normally roll lower.

THOUGHTS: Courage is a resource. A GM can use it up, and something terrifying can decrease it. On the same note, something pure like a Unicorn may increase a characters Courage.

I’m trying to come up with a support caster that is based on Time mechanics.

I’m trying to come up with a support caster that is based on Time mechanics.

I’m trying to come up with a support caster that is based on Time mechanics. took some ideas from Class Warfare and reworked them, and come up with some stuff myself.

Starting Move ideas…

1. Tick-Tock

You have visited The Black Gate. You’ve returned, the reason(s) known only to you. You did not however come back empty handed. In your possession is what appears to be a simple pocket watch…you know it is much more than that. When you spend exactly 1 hour of uninterrupted time examining the pocket watch Roll +INT

On a 10+ you steal 3 Moments In Time to be paid back later.

On a 7-9 you steal 2 Moments in Time to be paid back later.

On a 6- You steal 1 Moment in Time, but there are complications.

2. Event Horizon

You may spend one Moment in Time to instantly move within Near range. Make sure the space is clear of obstacles. Roll+INT

On a 10+ Works just as you thought it would.

On a 7-9 As a 10+ but there are complications.

3. Deja Vu

Choose a target you can see(near). You can spend one Moment in Time to place that target in the exact time and place they were a moment ago causing confusion momentarily. The next attack made on that target takes +1. Attempting to pull the dead back through the strands of time has proven to be inconclusive at best, catastrophic at worst.

4. 4. Visions Through Time

If you study the pocket watch and lose yourself as you gaze in to its precise mechanisms. The GM will reveal the details of a grim portent to you-a bleak event that will come to pass without your intervention. They’ll tell you something useful about how you can interfere with the grim portent’s dark outcomes.

I would love to here people’s ideas or any advice.

Shifter

Shifter

Shifter

When you drink the blood of an animal, you may transform yourself into its likeness leaving behind your possessions. You have abilities and can perform tasks associated with the form.

When you attempt to revert to your original form, Roll+WIS-(1 per “moment” in the form).

10+ You revert to normal.

7-9 You revert to normal, but have a lingering aspect of the animal which may express itself at inopportune times.

6- You are stuck as the animal till you fully rest.

#DungeonWorldCC

So I think one of the things that this game falls down is how to handle NPCs and especially Hirelings through play,…

So I think one of the things that this game falls down is how to handle NPCs and especially Hirelings through play,…

So I think one of the things that this game falls down is how to handle NPCs and especially Hirelings through play, especially in fights. I also personally didn’t find Followers from Perilous Wilds useful because to me it felt to much GM PC.

So how about a move for it?

When your NPC Ally helps you in a fight Roll +Bond with them. On a 10+ choose 2. On a 7-9 choose one and the GM chooses that they either Hesitate or flinch or they -1 Bond

-They help you with the attack: +1 Forward

-The enemy hesitates or flinches

-They add their power to yours: +1d6 damage when you next deal dmage

Determining Bond: For Hirelings use Loyalty as Bond. For other NPCs start Bond depending on how the character is on board with the group, if its just a guard going on the same missiong its probably only 1 Bond if they are a friend its probably 2

If Bond goes down to -1 then the NPC quits then and there.

What do people think?

I’m working on concepts for a Final Fantasy based installment of my Session Zero zine (BTW, Issue 2 has been…

I’m working on concepts for a Final Fantasy based installment of my Session Zero zine (BTW, Issue 2 has been…

I’m working on concepts for a Final Fantasy based installment of my Session Zero zine (BTW, Issue 2 has been uploaded and is awaiting approval by DriveThru RPG).

I want to do “Limit Breaks” from Final Fantasy VII, which were sort of like super attacks in that game that you had to build up to by taking damage. I’m thinking about creating modified versions of the basic moves and some spells which must be “activated” with a point of Break. Here’s what I have so far… any and all comments are welcome!

First, the “Basic Outcomes” of dice rolls needs the following outcome added:

Double ones: Hold 1 Break

Second, the End of Session moves gets modified as such:

When you reach the end of a session, lose all held Break and choose one of your bonds…

Finally I’d have a list of the Limit Break Moves. This is the modified Hack & Slash:

Double Cut ~ Requires held Break to activate

When you make two furious swipes with your melee weapon, expend 1 Break and deal your damage, then roll+STR.

On a 10+, you deal your damage to the enemy again and avoid their attack. At your option, you may choose to do +1d6 damage but expose yourself to the enemy’s attack.

On a 7–9, you deal your damage to the enemy again and the enemy makes an attack against you.

Count 6- as 7-9

If the enemy is unaware or defenseless, just deal your damage again instead of rolling.

A Limit break for a wizard might be:

Meteorswarm ~ Requires 2+ held Break to activate

When you call upon the power of the cosmos against your enemies, expend 2 Break and deal 2d6 X your level damage to all enemies present, then roll+INT.

On a 10+, the cosmos hears your call and your allies are unharmed.

On a 7-9, it rains fire and rock; you and your allies take that damage as well.

Count 6- as 7-9

Noth of these need tweaking, and yeah Meteorswarm can be really powerful, but it requires you to roll 2 “snake eyes” in the same session to charge it…

What are your thoughts?

A second draft a revised Parley for #Stonetop. Comments and questions appreciated!

A second draft a revised Parley for #Stonetop. Comments and questions appreciated!

A second draft a revised Parley for #Stonetop. Comments and questions appreciated!

Originally shared by Jeremy Strandberg

Second Draft: Parley (Revised)

Here’s an attempt to tighten up both the trigger and the language, and to make the 7-9 results more interesting. Also added examples.

A lot of my thinking on this was inspired by the essay “Improvising Dialogue Sequences” by Robin Laws (in Unframed). It talks about how in movies and books, sharp dialogue scenes involve a petitioner and a granter. The petitioner uses a tactic (like pleading, threatening, appealing to reason, etc.) to get something from the granter. The granter then uses tactics to resist or rebuff the request, and they continue until it gets stale or there’s a definitive outcome.

As always, questions and feedback appreciated!

https://goo.gl/oyof9n

10 things Death might ask you to give up in the deal:

10 things Death might ask you to give up in the deal:

10 things Death might ask you to give up in the deal:

1. Your vigor; You can only recover HP naturally by insistent pleading for several minutes before every rest.

2. Ready other to pass through his gates; When you see someone who’s about to die, you must say a prayer for them.

3. Your body, while you sleep; Various strange souls take control of your body when you’re unconscious, doing weird things.

4. Your greatest victory; It’s erased from time, it never happened.

5. Your trust; You must change all of your bonds to reflect your distrust.

6. A certain word; You cannot utter it ever again.

7. The grace of the gods; Nothing remarkable will ever happen to you again, until you manage to recover your place before the gods or create a place for your own.

8. Your glory; From now on, every major success will come at a cost of a personal failure.

9. Your left hand; It’s still there, but you no longer command it fully.

10. Your next day; Whatever you do in the next 24 hours, whatever you achieve, will be attributed and gifted to Death.