I prefer to offload the work of world-building to the players whenever possible, and would like to add a carrot to…

I prefer to offload the work of world-building to the players whenever possible, and would like to add a carrot to…

I prefer to offload the work of world-building to the players whenever possible, and would like to add a carrot to incentivize proactivity on their part. Does this seem like it might work?

I Forgot to Mention…

When you attempt to solve a problem by taking advantage of an interesting new addition to the established fiction, expound upon it and Roll + Fx. On a hit, gain +1 Fx. *On a 10+, that’s fascinating! You successfully solve the problem. *On 7-9, it’s a bit more complicated. The GM will tell you how complicated. *On a miss, there’s some fundamental misunderstanding that actually makes the problem worse.

If your Fx is higher than 3, gain +1 XP and reset your Fx to 1.

What would happen if you made “Level Up” require a choice between move or stat increase?

What would happen if you made “Level Up” require a choice between move or stat increase?

What would happen if you made “Level Up” require a choice between move or stat increase?

Makes the level 10 cap unnecessary?

Might help reduce the “+3” to my class stat rolls by level 3 behaviour?

Not sure about magic. Move or stat or spell?

Apologies in advance if this has been discussed ad nauseum.

Some chatter going around about flags today prompted me to extract the rules text for them from Fourth World and…

Some chatter going around about flags today prompted me to extract the rules text for them from Fourth World and…

Some chatter going around about flags today prompted me to extract the rules text for them from Fourth World and post it as a quick page with a sample (Creative Commons) rules write-up for them. Includes links to the original idea and that PDF of samples. Season to taste.

http://rpg.divnull.com/wiki/index.php/Dungeon_World_Flags

Handling the Terrifying Tag

Handling the Terrifying Tag

Handling the Terrifying Tag

Has anyone come up with a good move for this? Something akin to a “presence” attack maybe?

I want the tag to mean something other than a general descriptor.

Have been tinkering with this:

Shaken

When you are in the presence of a terrifying creature, Roll+WIS, On a 10+ you steel your nerve and can carry on as you wish. On a 7-9 You are shaken and will take -1 ongoing until the creature is dead or no longer present.

Thoughts?

Custom Death Moves!

Custom Death Moves!

Custom Death Moves!

What do you think about them? I love them, some of my fave parts of making class playbooks is making neat and thematic death moves, but I also think the death move in default DW is one of the neatest little parts of the system.

Some examples that are in the playbooks I’ve written –

“When you die, consume every potion you know and roll 2d6. On a 10+, your potions bring you back from the brink, and you gain all their effects for a short time before collapsing unconscious. On a 7-9, your potions effects kick in, but you’re going to die. Go out in style.”

“When you arrive at the black gates, you burst them open, burning your own soul like the wick of an immense bomb, unleashing a horde of spirits, ghouls, lost souls, and other unspeakable things from beyond the barrier between worlds.

Death is probably not very happy with you. “

“The bonds between you and your beasts are broken on death, and their spirits rampage in your honor. After a failed Last Breath, every beast you had inside you emerges. Describe what happens. “

I’ve been thinking recently about what might be called Social Combat and I was wondering if anyone had any ideas…

I’ve been thinking recently about what might be called Social Combat and I was wondering if anyone had any ideas…

Originally shared by Alasdair Lawrence

I’ve been thinking recently about what might be called Social Combat and I was wondering if anyone had any ideas about how to implement it elegantly in FotF or DW or how the current moves might be used to create a more structured social confrontation

Currently, as I understand it, a physical combat has HP which is attacked with Damage dealt by successful Fight/Hack n Slash/Volley/etc rolls

a social combat might come down to a Negotiate roll or a Charisma-based Defy Danger/Saving Throw

The difference between the two is the 10+ outcome of a Fight roll is not “the monster dies” since it’s understood there is an HP stat which must be exhausted. On the other hand the Negotiate roll is rather all-or-nothing – if the player’s intent is to convince the king the evil baron is not to be trusted, a 10+ roll will thus convince the king. Perhaps you could make them roll more than once on the same stat to represent various stages of convincing, but that’s quite boring and unfair as you’re basically just asking them to try over and over until they fail.

There is a system called Honor & Intrigue in which social combat is represented with a social HP called Composure and there are various ’rounds’ of repartee where players and NPCs roll + relevant modifiers and a successful roll lowers the other’s Composure. Reaching 0 Composure means that person is defeated, and might storm off in a humiliated huff or spill the beans or confess to the murder etc.

I think there are situations which might call for a similarly-structured social combat where there is a Social HP to exhaust before victory. Perhaps I’m overcomplicating things, but here’s an early, very rough rule. It’s basically Fight/Hack n Slash but with an attempt to include HP into a Charisma roll.

PARLEY

When you engage with an intractable or uncooperative group or figure in verbal repartee, say what you want from your opponent or what you want them to do. Then describe how you want to approach your opponent (schmooze, mock, intimidate, plea, etc.). Then both sides hold 3 Composure.

When you make a verbal attack, describe what you say and how. The GM may award a +1 for engaging roleplay. Then roll + CHA

10+ your wordplay overcomes their defenses. They lose 1 Composure

7-9 you make some headway but they retort with a smart comeback. They lose 1 Composure, but retaliate

6- mark XP, you are tongue-tied or your delivery falls flat. GM makes a move

When Composure reaches 0, that character is defeated. They will storm off, burst into tears, reveal hidden information, etc. If the player is defeated, describe how your character deals with the humiliation or intimidation of their loss and mark XP.

I’m writing up the scenario I’ve been batting around about the players getting stuck in a dragon that can eat towns…

I’m writing up the scenario I’ve been batting around about the players getting stuck in a dragon that can eat towns…

I’m writing up the scenario I’ve been batting around about the players getting stuck in a dragon that can eat towns whole, existing civilians intrigue to offer up sacrifices to the dragon, and the dragon’s own immune system takes the form of variously themed golems. There may even be a skeletal dragon boss fight (we’ll call that optional due to the risk associated with even finding it)

Anywho I decided that one of the ways the players can get places without being digested, or drown in blood is that the bones and blood vessels are hollow (with the blood vessels being ruby, and the bone being… well… bone).

I will have several points where players who roll a miss will shatter a nearby section of bone, or possibly ruby they can enter (although because Ruby is a corundum type gem, I want that one to require a special treasure found in the stomach). The first will be some trachea on the ground outside a village where the esophagus and larynx openings are closest to one another.

Once they figure out they can do this of course, it’ll be available the rest of the game.

So I’m trying to think of (an) evocative name(s) for the first accidental, and/or subsequent deliberate shortcut taking, as well as an evocative trigger other than Hack and Slash Fail/Pass.

Monster Hunter World Moves

Monster Hunter World Moves

Monster Hunter World Moves

I posted these to my circles, bit I’m looking for more feedback. I am (once again) tinkering with some custom moves inspired by the Capcom Monster Hunter videogame franchise. Basically, characters go out on quests for the Hunters Guild to hunt and slay large monsters. They then use parts from those slain monsters (scales, bone, hide, etc.) and other collected resources to craft special weapons and armor.

I’m not looking to completely emulate the game and I’m intending these custom moves to be additions to “vanilla” DW rather than replace anything. I’d appreciate any thoughts and feedback.

>

Exploration:

Whenever​ you​ enter an new area while on a quest for the Hunter’s Guild, roll+WIS. On a 10+, you gain 3 hold, and on a 7-9, you gain 2 hold. On a 6-, you gain 1 hold in addition to whatever else the GM says. If you are entering​ a previously explored area, you gain 1 hold instead.

While exploring a new area the group may spend hold 1-for-1 to:

– discover a resource gathering point, mineral, botanical, or animal, your choice;

– discover a terrain feature useful for fighting a large monster;

– discover the area has no hazardous terrain features.

– discover the area is free of small monsters.

At any time the group may spend 7 hold to encounter the large monster you are on a quest to slay.

>

Mining:

When you use a pickaxe to collect resource from a mineral gathering point, decide if you collect 1, 2, or 3 ore and if one ore collected is rare. Then roll+ore collected, adding +1 if you collected a rare ore. On a 10+, choose one, and on a 7-9, choose three:

– your tools don’t break;

– you don’t deplete all other mineral gathering points in the area;

– you aren’t ambushed by a small monster;

– a large monster doesn’t enter the area.

My Friday night group is delving DEEP.

My Friday night group is delving DEEP.

Originally shared by Maezar

My Friday night group is delving DEEP. They’re five levels down in a ten level megadungeon. A section on one of the levels is a nasty maze of twisting passages, all alike. We improvised a mini-game and I’ve written it up here for you to enjoy:

(Note: we play with 2d12. If you’re playing with 2d6, a CRIT is 12+, a HIT is 10-11, a SPLIT is 7-9, a MISS is 3-6 and a FLOP is 2-.)

—————————————————————–

Maze of Twisting Passages

When you try to make it through the maze, ask the GM how many True Paths each party member needs to mark and what ability to test, then roll +that ability:

You mark a True Path and all allies take +1 forward

You mark a True Path.

You mark a True Path but burn 1 in the tested ability.

The GM chooses one from the list below:

[ ] You burn 1 in the tested ability.

[ ] You must un-mark a True Path.

[ ] The maze takes a toll on your resources.

[ ] A dungeon danger manifests. Stay sharp!

Mark XP. The GM chooses two from the list above.

When everyone has marked all the required True Paths, your party escapes the maze.

—————————————————————–

Here are some sample mazes:

1. Every player must mark 3 True Paths of Roll+WIS.

2. Every player must mark 2 True Paths, one Roll+STR and one Roll+INT.

3. Every player must mark 1 True Path by testing their worst ability (excluding Luck).

4. Every player must mark 3 True Paths by rolling +two different abilities of their choosing.

5. The group must mark 5 True Paths total by rolling +their choice of abilities, but at least one of the abilities tested must be Luck.

Custom move for rallying the troops

Custom move for rallying the troops

Custom move for rallying the troops

Hi all,

I’m a fairly new GM, both to DW and RPGs in general. I’ll be having my third DW session soon, and was wondering if I could get some input on a custom move (if you’re Jonathan or David, stop reading this now!)

At some point, I expect my PCs to try to rally a group of soldiers to fight a big baddy. Thing is, the baddy will have announced that he’s sent his own minions to the place where the soldiers’ families are staying. Knowing my players, I think they’ll try to argue that the soldiers should stick around and help kill the big baddie because then his minions will also die (he’s magic that way), thus saving their families. But that’s a risk, since they don’t know for sure the minions will croak along with their master. Here’s the move I came up with:

When you rally the troops in the face of threat and terror, roll+CHA. On a 10+, the soldiers’ wills are steeled. On a 7-9, you must promise them that their families won’t be harmed. If your promise isn’t kept, the soldiers will hate you permanently. On a 6-, most of them flee.

The idea for this is that, if the PCs get a partial success, they have to reassure their allies that everything will be OK — not knowing that it will be. And if they gamble wrong, there will be permanent consequences, and the quest won’t turn out as well as they’d hoped.

What do you guys think?