Going to run a gladiator arena adventure where the players have the option to take on a number of combats, to “work…

Going to run a gladiator arena adventure where the players have the option to take on a number of combats, to “work…

Going to run a gladiator arena adventure where the players have the option to take on a number of combats, to “work their way up” the ranks. I do plan to have some normal combats ala dungeon world, but also wish to “montage” some of the scenes. Any custom “battle montage” moves you’re aware of? Thanks!

TL/DR: In the same way that “Undertake a Perilous Journey” is a montage of overland travel, has anyone come up with a similar one for combat?

Two moves for an upcoming “Survival-horror” section where the part (well, three of them) are going to descend into a…

Two moves for an upcoming “Survival-horror” section where the part (well, three of them) are going to descend into a…

Two moves for an upcoming “Survival-horror” section where the part (well, three of them) are going to descend into a cavern labyrinth.

Fucks with your Head

When you lead the group, roll +Wis

on a 10+, gain 1 hold, and another if you venture through an infested area

on a 7-9 gain 1 hold, and venture through an infested area

Spend 2 hold to find a safe place to camp, or 5 to reach the end of the labyrinth

Eyes in the dark

When you guard against the things in the dark, roll +str

on a 10+, your group remains safe

on a 7-9, as above, but:

*You get clawed, bitten, and torn at, take 1d8 damage

*You lose your torch, and need to replace it, mark off two uses of adventuring gear

*Your group takes detours to avoid the monsters, lose 1 FwyH hold

Venture into danger

When you find youself in a heavily infested area, roll + Con

on a 10+, 2 are true (your choice)

on a 7-9, 3 are (still your choice)

*more are clawing at the door

*You’re outnumbered 5-1

*The torches are out

*It isn’t just the “normal” ones

*You guys are separated

Could we workshop these?

Help¡ I am running the last battle for my months long Campaign and would like some help making it special.

Help¡ I am running the last battle for my months long Campaign and would like some help making it special.

Help¡ I am running the last battle for my months long Campaign and would like some help making it special. The bbeg Tiamat is finally coming to town. Please help me with moves and any boss mechanics that will really make this session powerful for my youth club kids.

Thanks

Kicking around a rewrite of Parley for #Stonetop. Feedback appreciated!

Kicking around a rewrite of Parley for #Stonetop. Feedback appreciated!

Kicking around a rewrite of Parley for #Stonetop. Feedback appreciated!

Originally shared by Jeremy Strandberg

Draft: Parley (Rewritten)

Short version: Here’s my stab at rewriting Parley to be more applicable, flexible, and useful in Dungeon World. Comments and feedback appreciated!

Longer version:

A few weeks ago, Johnstone Metzger posted a really insightful discussion of how Parley has problems:

I end up having to think about whether a PC actually has leverage or not. … [N]ot considering leverage very thoroughly can result in NPCs doing things for reasons that don’t actually make sense, but if I actually take the time to think about whether or not the weird, inhuman NPC could be swayed or not, rolling for parley feels like an extraneous obstacle because I’ve already decided what should probably happen. In essence, it asks for a great deal of decision-making to happen in the time right before the roll, instead of after. And then I’ve already decided the leverage is either no good, or enough that the NPC should just say yes, and either one can make Charisma seem like an extraneous, useless stat.

You can read the whole thing here (and if you haven’t already, you should!): https://plus.google.com/+JohnstoneMetzger/posts/1aGUjQTU6Nc

Sure enough, I’ve had plenty of trouble with Parley myself. I’m consistently finding that it doesn’t trigger when we think it should, or we just decide that it’s Defy Danger with CHA, or we struggle to resolve the promise/concrete assurance outcomes.

I’ve tinkered with alternatives before, but never found anything I though was substantially better. But the idea from Freebooting Venus, of using a Ritual-style list of requirements/consequences… that struck a cord. And the idea that the attempt to provoke a reaction could reveal said requirements… that really got me thinking.

Plus, I wanted it to be clearer that the PC’s attempt to persuade the NPCs, the thing that triggers the role, it might be enough by itself.

So, here’s an attempt at doing that. Feedback appreciated!

Bonus: this revision still works with playbook moves like “When you Parley using threats or intimidation, roll STR instead of CHA.” (It doesn’t really work with moves that are like “your approval always counts as leverage,” but I’m okay with that because I think moves like that are bad.) It also keeps moves like I am the Law or Charming and Open still viable. I am the Law provides a specific, reliable way of provoking specific reactions from anyone, and Charming and Open lets you learn things without trying to manipulate someone.

Bonus 2: You could make this move work PC vs. PC pretty easily, just replacing the GM with the target PC’s player. The target PC’s player would have to play their character with integrity, but I think that’s a fair assumption to make.

https://goo.gl/1gFU2u

I need some help refining a concept please.

I need some help refining a concept please.

I need some help refining a concept please. I’m working on Issue 2 of my Session Zero zine, inspired by Skyrim. One prominent thing in Skyrim is potions; they’re everywhere!

I want it to act similarly to – but not exactly – the Barbarian’s Herculean Appetites, but I feel what I have sounds strange. I want the move to include both a good effect and a duration…

For example:

Potion of Strength – Applied, 0 Weight, 1 use, 10 coins

They taste awful, but sometimes the difference between life and death hinges on the right potion at the right time. When you roll for a STR-based move after drinking a Potion of Strength, instead of rolling 2d6, roll 1d6 + 1d8. Treat results of 6- as 7-9, and results of 7-9 as 10+. This effect ends after a roll in which the d6 is the higher of the pair.

It just feels too mechanical (but so does the Herculean Appetites IMO)

Potion of Magic works the same, but would trigger “When you cast a spell”, and something like Potion of True Shot would trigger “When you Volley”.

Is there a better way to say this? Thanks in advance!

I’m familiar with the ubiquitous Labyrinth Move, but I wanted a move to express wandering twisting dungeon passages…

I’m familiar with the ubiquitous Labyrinth Move, but I wanted a move to express wandering twisting dungeon passages…

I’m familiar with the ubiquitous Labyrinth Move, but I wanted a move to express wandering twisting dungeon passages while abstracting the concept of losing your way in the dungeon. This is done via a hold of a “Lost” resource. You need to be at 0 Lost to get back out the way you came. I also like very compact moves, and this accomplishes what I want in a pretty compact format. Like the various wilderness travel moves, I peg this to a specific stat (INT). I like the tension of not wanting to make a squishy PC take point, I think it leads to interesting choices. But just wanted to throw this out there, I tweaked it slightly after several sessions of use. Maybe it will spark some inspiration 😉

When you wander the twisty passages, whoever is taking point rolls +INT (and takes the brunt of any danger). On a hit, you make a discovery. On a 10+ the party takes -1 Lost. If the party is at 0 Lost, you can make your way back from whence you came. On a 7-9 select one below. On a miss, take both, in addition to what the GM says.

* You stumble into a danger

* The party takes +1 Lost

When you stumble near the abyss of fire, roll 2d6+Dex.

When you stumble near the abyss of fire, roll 2d6+Dex.

When you stumble near the abyss of fire, roll 2d6+Dex. 10+ you regain balance and are fine. 7-9 you regain balance but choose one:. You lose something to the flames; Or you take – 1 ongoing till you make camp. 6 or less means You have stumbled into into the abyss of fire. No spell can protect you. You will burn forever and ever in eternal torment. You are no more.

When you reach the Deepest Dungeon roll 2d6+nothing. 7-9 You become Lord of the little people (gain 2d10 halfling followers) but the treasure is only within your sight, power beyond imagination for the winner, to wield for all eternity. (you must roll another 7+ to get it.) 10+ get both immediately. Describe. 6- Fate turns against you, the dragon has you in its mouth, the dragon slowly closes it’s mouth.

Choose 1. Sacrifice the blood of one of the little people instead of yours to satisfy the Dragon. Or lose all, die a horrible death, and lose THE POWER

https://youtu.be/kDJ1UOpxjt4

Campfire Stories

Campfire Stories

Campfire Stories

When the party has made camp and they are in the quiet moments between finishing their meals and crawling into their bedrolls, one player may choose to tell a story about their past. For every party member the player has a Bond with, add +1. This move can only be used once per Make Camp.

On a 12+, you gain two hold. Your party is inspired by your candor, and they gain one hold.

On a 10+, you’re centered and are reminded of who you truly are, and you gain two hold.

On a 7-9, your party gains one hold, and discuss how your teammates misinterpret the point of your story, or how you’ve accidentally revealed a secret or scandal…!

– You have a moment of self-revelation – explain the relevance of the story to your situation. Gain one experience point.

– The story reminds the party of what they’re fighting for. Every party member that pledges something to you gains a dice bump on their next move.

– You’ve bared your soul to those you trust. Every party member that asks a clarifying question gains a dice bump (7-9 = 10+, miss = 7-9) the next time they Defend you.

– You’ve revealed your true nature and it surprises your comrades. Each party member that tells you how their idea of you has changed may resolve or write a new Bond with you.

– One party member waxes nostalgic over something in your story: a shared friend, a common goal, or that they were there with you that day. The two of you take +1 continuing when acting together for the rest of the session.

Anyone willing to playtest some revised Aid or Interfere moves for me?

Anyone willing to playtest some revised Aid or Interfere moves for me?

Anyone willing to playtest some revised Aid or Interfere moves for me?

Over the past few weeks, I’ve been thinking hard about these moves. I’ve never really liked how either Aid or Interfere work, and I’m strongly leaning towards using these revisions in #Stonetop. I’ve started using them in my home game, but we just don’t play enough (and the moves don’t come up enough) for me to get a really good feel for them.

Note that these versions don’t use Bonds (though they don’t preclude you from resolving bonds at End of Session).

If you use these, please let me know! I’ll have questions for you!

Aid

When you help another character who is about to roll for a move, tell us how you do it. If everyone agrees that it would help, roll a d6 and they can use your roll in place of one of their dice. Regardless of whether they use your die, you are exposed to any risk, cost, or consequences associated with the roll.

When you jump in to help another character who just rolled_, tell us how you plan to do it and ask the GM what else is required or what the consequences will be. If you accept, increase your ally’s roll by +1.

Interfere

When you try to foil another character’s move, say how you do it and roll…

…+STR if you use brute force

…+DEX if you move quickly or employ finesse

…+CON if you hold steady or suck it up

…+INT if you exploit a relevant detail or expertise

…+WIS if you had a feeling they’d do this

…+CHA if you rely on subterfuge, charm, or wiles

On a 10+, they pick 1 from the list below; on a 7-9, they pick 1 but if they let you foil their move then you are off balance, exposed, or otherwise left vulnerable; ask them what they do next.

• Do it anyway, but take -2 to the roll.

• Relent, change course, or otherwise allow their move to be foiled

When you need to grind to reach the next level or have enough coin to buy that thing you want, roll+your worst…

When you need to grind to reach the next level or have enough coin to buy that thing you want, roll+your worst…

When you need to grind to reach the next level or have enough coin to buy that thing you want, roll+your worst modifier, use all of the party’s rations, and everyone in the party reduces their current HP to 1d6. On 10+ choose 1. On 7-9 choose 2. On 6-, do all three.

*Everyone in the party gains enough XP to reach the next level

*Everyone in the party gains 5d10 coin

*You’re able to Make Camp in a safe place

OK, this is actually something that I would NOT do in Dungeon World, but I just spent 45 minutes grinding on Final Fantasy 1 on my NES Classic for enough gold to buy 3 level 1 spells for both my Black and White Mages.

Still, it was a fun move to write, and it could use some polish. Keep in mind this is tongue-in-cheek and not meant to be a super efficient DW move (although I CAN picture one of my players saying he just wants to reach the next level lol). Any thoughts?