Here’s my take on a randomized dungeon procedure.

Here’s my take on a randomized dungeon procedure.

Here’s my take on a randomized dungeon procedure. As much as I love Perilous Wilds, there’s almost too much material in it! I wanted something that was more player-facing, quicker to use, and a little bit less random. I’m sure others have done similarly before, how well have they worked?

This is a small update on the Dungeon World supplement I’m working on called Binding World.

This is a small update on the Dungeon World supplement I’m working on called Binding World.

This is a small update on the Dungeon World supplement I’m working on called Binding World. BW is going to be 3 dungeon starters and 3 compendium classes and this post has a few morsels from the Sanguine Temple dungeon starter: http://vindexus.net/2017/03/15/binding-world-update-4-dungeon-starter-sneak-peek/

The website for the whole project is here: https://bindingworld.vindexus.net

http://vindexus.net/2017/03/15/binding-world-update-4-dungeon-starter-sneak-peek/

Hidey Soul

Hidey Soul

Hidey Soul

[Includes SPOILERS for “Planets Collide” campaign]

The Bard missed his Last Breath roll and was “marked as Death’s own”. He spent most of Friday’s session getting his affairs in order. Seeing a golden opportunity here, the ghost of a witch came to him and promised to hide his heart at the roots of the world so that Death could not claim him. He took the witch’s deal. That was the end of the session.

I’m curious how you might handle this mechanically.

Obviously, he won’t roll Last Breath again, whether he hits zero HP or is disintegrated by death rays, blasted by dragon’s breath, or flattened by having ten boulders dropped on his head.

But other than that, there were no promises about what would happen if he loses all his HP or otherwise suffers physical annihilation.

I could give him some way to revive, provided someone can put his pieces back together. Or he could re-spawn somewhere, after a given interval. Or he could get stuck in a time loop like Groundhog Day. Or he could follow the party like a specter, maybe using a custom move to influence events.

There was also no specification in the deal about what losing his heart might cost him. Can a bard even perform Arcane Art without a heart?

What are your thoughts?

Hey dungeon fam, I’m working on second session love letters and I would love some ideas for fun magical projects or…

Hey dungeon fam, I’m working on second session love letters and I would love some ideas for fun magical projects or…

Hey dungeon fam, I’m working on second session love letters and I would love some ideas for fun magical projects or discoveries that my elf wizard can work on with her teacher.

All we know so far is that a threat from a world beneath the surface is causing a disturbance in the way magic works, and that our wizard draws her power from plants.

Here’s the move so far! The blanks are for the player and the group to decide 🙂

Dear Freya,

It must be a nice change for you, learning from someone like Magister ___, who is just as interested in wizardly pursuits as you are (despite being a bit ___). The Magister of the Arts always has a project on the go or a magical mystery to solve, and the two of you have been hard at work for the last few months. Choose one from the list below, and then roll+Int.

– ?

– ?

– ?

On a 10+, you have been instrumental in the process and you are nearing a breakthrough! The Magister firmly believes that all you need to do is acquire a _____and the project will be complete! Go get that for them, will you?

On a 7-9, it’s a little more complicated. You’re getting close, but you’ll need to retrieve a rare artifact known as ___ from a very dangerous area. Good luck!

On a miss, the Magister has been totally absorbed in the project and they’re starting to seem a little… obsessed? They’ve told you that you’ll need to track down something called ____and recruit the help of ____, an Adeptus of one of the darker arts. Something’s not right here…

Hit me with your ideas and your thoughts!

So I’m looking at creating a move to let a player raise an army, but without getting really bogged down in details.

So I’m looking at creating a move to let a player raise an army, but without getting really bogged down in details.

So I’m looking at creating a move to let a player raise an army, but without getting really bogged down in details. An interesting idea I saw a while back was to use the Steading rules from the rulebook to kind of frame how the battle goes. Basically, the move gets the player an army that they can describe as they wish, with a Defense tag attached to it that mimics the Steading ones, from Guard (3), Garrison (4), and if they’re lucky and invest a good amount into the army, Battalion (5).

Then I’d just use the Steading updates to guide how the fiction unfolds. Player commands his forces to seize a mine? Then the steading that had it originally loses it and probably gains +enmity against the PC . PC attacks a town? The steading either fights back or waits them out, losing defenses or population respectively.

Thoughts?

You know what sucks, in pretty much every game system?

You know what sucks, in pretty much every game system?

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.)

When you spend some time investigating a Grub ambush site, roll+WIS.

When you spend some time investigating a Grub ambush site, roll+WIS.

When you spend some time investigating a Grub ambush site, roll+WIS.

10+ You collect Grub Salve equal to 2 doses of healing potion.

7-9 choose 1:

*You collect Grub Salve equal to 1 dose of healing potion, but put yourself in a bad spot to do so.

*The Grub Salve is dried and powdery. You collect enough to make 1 dose of healing potion, but it requires an expert to do so.

6- There is no Grub Salve plus whatever the GM says.

Grub

Solitary, Huge

15 HP, 10 Armor

Grind (b2d12) + 5

Special Quality: Blind, Burrowing

Huge grubs wander the world blindly. They’re very difficult to kill because they have a regenerative property and they burrow into the ground to escape. Injuries heal nearly instantly thanks to a substance the grub secretes. The secretion is called Grub Salve to those who collect it, and has well documented healing properties. The only places to get Grub Salve are during a Grub ambush, or at the site of an ambush where some residual secretions can be found. INSTINCT: To Wander

*Burrow to escape

*Roll over grind

I’ve used these guys a few times. They’re unaligned and only attack in defense before burrow into the ground to escape.

So, my players may have killed a usurping goddess, suckered the original god before he could reclaim his deific…

So, my players may have killed a usurping goddess, suckered the original god before he could reclaim his deific…

So, my players may have killed a usurping goddess, suckered the original god before he could reclaim his deific status. To be fair, the usurper was planning to masacre the players home country (and probably kill several other gods) and the original god was a god of treachery (Though, for the record, I was going to have him not betray them, just to mess with their heads). The players gave the godhood to one of their hirelings (who was almost dead from the fighting.)

The hireling in question was an aspiring bard, so I figure she will become a goddess of stories and songs. aside from the obvious upsets of a new goddess, and the loss of one of the “Evil” gods, I am trying to think of some small move to give the party, to represent their personal relationship with one of the gods

The Bard Queen’s Favour

When you Share stories or songs with another person, roll +Cha. On a 10+, choose 2, on a 7-9, choose 1.

You find comfort in them, heal 1d6 damage.

You find inspiration in them, Take +1 forward

You reflect on you expiriences, Mark xp

They open up to you. ask one question from Charming and Open list.

Any opinions on this?

I wanted to try making a more involved Make Camp move. This is what I came up with.

I wanted to try making a more involved Make Camp move. This is what I came up with.

I wanted to try making a more involved Make Camp move. This is what I came up with.

When you settle in to get some rest, you may consume a ration. If you do, choose two, if not, choose one:

• You entertain the group with uplifting music, stories, or humor. Choose a number of people equal to your CHA, they each take +1 forward.

• You get to know your comrades better. Ask another character a question. If they answer it truthfully, they get to ask you a question in exchange, which you must answer truthfully.

• You apply first aid to your injuries and get some rest. Heal half of your HP.

• You tend to your equipment, tightening armor straps and sharpening blades. You get either +2 armor forward or +1d4 damage forward.

• You take watch for the night. If any trouble approaches your camp, you get to act first. If you are the only one to choose this option, take -1 forward from lack of sleep.

• You read the sky overhead. The GM will ask you what the weather will be that day; tell them whatever you like, it comes to pass.

• You scout ahead in the night for dangers. The GM will tell you about one enemy, hazard, or obstacle you are likely to face tomorrow, and you take +1 forward against it.

• You reflect on your experiences. If you have enough XP to level up, you may do so now.

• You spend some time in quiet study, prayer, or meditation. (c.f. Cast a Spell)

Camping supplies 3 uses, 10 coins, 2 weight

Everything you need to make a good campsite: cooking utensils, warm blankets, salt and spices, dry tinder, and something to keep the rain off of you. The sorts of things most people take for granted when they find themselves in the middle of nowhere.

When you Make Camp, you may spend a use of camping supplies. If you do, everyone chooses an additional option, even if they did not spend a ration, and add the following option to the list:

• You take cooking duty and prepare a proper hot meal for everyone. Tell us what you make, and everyone who partakes heals 1d6 HP. Only one person in the group can choose this option.