I need some help with a custom move for my upcoming family game in the Mystery Islands.

I need some help with a custom move for my upcoming family game in the Mystery Islands.

I need some help with a custom move for my upcoming family game in the Mystery Islands.

The Opalescent City of Brass and Glass can only be reached by going over a bridge that crosses the River of the Water Fall and Water Riser. This bridge is actually a multi-dimensional portal that leads to the city.

There are guardians that protect the bridge, and the bridge may be the only way into the city. I haven’t described or named the guardians yet, I want to wait until the first part of the game plays out. But I will definitely introduce the city and bridge at some point.

Here is what I have for a move. Please critique it, help me make it better. Thanks in advance.

When you offer something of value, plead your case or try to fast talk your way across the bridge to the Guardians Roll+CHA. On a 10+ you gain passage across the bridge plus pick 2, On a 7-9 you gain passage across the bridge plus pick 1, On a 6- the Guardians are not interested or find your story unworthy, they instead compel you do something difficult that they need to gain passage. Take -1 Forward on any rolls that are not related to completing their request.

* The guardians give you a warning about what to watch out for in the City, something relevant and useful about the Opalescent City of Brass and Glass similar to a spout lore.

* The guardians tell you several parables about the city. This takes a while, spend a ration to keep them talking. Gain 2 Hold. Next time you have have to Discern Realities in the City you spend one hold to turn a failure into 7-9 result. Tell the GM what was in the parable after they answer your Question.

* Your weapons are not sealed with Murray’s Reoccurring Tesser Knot while in the city. All of your weapons are secured with a shimmering knotted cord holding it place, where you have it hidden or not. You can make out the words, “do not touch unless an emergency” in your native tongue hanging from a small paper tag that seems invunerable. Any time you try to undo the knot you find it to be an elaborate multi-dimensional affair, you just can’t get the knot undone on the other dimensions. If you take damage from a foe that attacks first, the knot unties itself, and your weapon can be freed. Once you put it away the knot reties itself.

* You are not marked with a glowing every changing chromatic Mark on your forehead indicating that you are a stranger to the City. The mark is size on a large coin, and bright enough as the light from a candle. Anyone in the city will know you are stranger. If you cover the mark or change shape, the mark is still there on the outside of whatever you tried to cover it with. It doesn’t sit in this dimension but shines on to it.

I owe my druid a magic item from a session where they rescued a ton of civilians from imprisonment by evil fishfolk.

I owe my druid a magic item from a session where they rescued a ton of civilians from imprisonment by evil fishfolk.

I owe my druid a magic item from a session where they rescued a ton of civilians from imprisonment by evil fishfolk. After clearing the first room and it was clear that they could fight the number of kuo-toa that were stationed at each section without fully dying, we came up with a custom move so as not to play through the fight over and over.

One of the choices granted by the custom move was to get a cool treasure, and over the course of several poor rolls our druid picked up a few debilities in order to grab the treasure and rescue the prisoners, so I want it to be something cool. His character has been keen on finding new animal shapes to turn into, so I wanted something related to that. Here’s what I came up with, any thoughts?

One of the prisoners that you saved offers you a trinket in appreciation. It’s a small carving of an animal that seems to take the form of an animal native to the environment that you are in. A trained shapechanger can attune to it when morphing into a new form.

When you first inspect the trinket after breaking camp in a new location, roll +Wis.

On a 10+, choose the animal the totem represents.

On a 7-9 the GM chooses a useful animal for you.

On a 6- the GM chooses for you.

I need opinions on an alternative magic system for the Wizard in #FantasyWorld. Could you help me out? :)

I need opinions on an alternative magic system for the Wizard in #FantasyWorld. Could you help me out? 🙂

I need opinions on an alternative magic system for the Wizard in #FantasyWorld. Could you help me out? 🙂

The link leads to a POLL and a gDoc with the new moves.

https://plus.google.com/u/0/+AlessandroPiroddi/posts/UkrtXqMevP6

Does anyone have home brewed rules for getting critical roles or natural 12 on character moves?

Does anyone have home brewed rules for getting critical roles or natural 12 on character moves?

Does anyone have home brewed rules for getting critical roles or natural 12 on character moves?

I tried to make a “Druid version” of the carouse move.

I tried to make a “Druid version” of the carouse move.

I tried to make a “Druid version” of the carouse move. I really just rewrote the trigger. It’s not a carouse move per se, but a move that has a similar effect.

The 6- wording feels like it could be more pointed? relevant?

Comments?

When you walk among the flock, herd or pride of the wild, native animals as one of them, and learn what they know, tell us how long time it takes and roll+how many weeks you spend. (Max +3)

*On a 10+ choose 3. *On a 7-9 choose 1. *On a miss, you still choose 1, but it gets really out of hand (the gm will say how).

-You befriend a useful npc/animal.

-You gain useful information.

-You learn of an opportunity.

-You are not lost in your animal shape.

I’m trying to make a Djin booklet for an Arabian Night themed one-shot, and i need some help for this move:

I’m trying to make a Djin booklet for an Arabian Night themed one-shot, and i need some help for this move:

I’m trying to make a Djin booklet for an Arabian Night themed one-shot, and i need some help for this move:

At the beginning of the game, the Djinn chooses another character as its master.

YES, MASTER

When your master directly asks you to help him, don’t roll for aiding a pc.

Instead, say how you intend to use your powers; the GM will tell you a price.

Then, choose:

– you pay the price, and your Master gets +3 to the roll.

– your master pays the price and gets +3 to the roll.

– you both get -1 forward.

_______________________________________________________________

I’d like to show an inherent danger for both the djinn and the master in using these powers, but i’m not sure wether i’m going in the right direction.

A couple tweaks to Discern Realities that I’m considering implementing for Stonetop and Homebrew world, to help…

A couple tweaks to Discern Realities that I’m considering implementing for Stonetop and Homebrew world, to help…

A couple tweaks to Discern Realities that I’m considering implementing for Stonetop and Homebrew world, to help address the “when does it trigger?” issues that so often come up.

Thoughts, questions, and feedback welcome and appreciated.

Discern Realities: make the question part of the trigger?

I’m thinking about making this change to Discern Realities in Stonetop and Homebrew World. I’ll be honest, as a player the line between “just describing stuff” and Discern Realities always seemed a little fuzzy.

Perilous Wilds: Followers Shall Be Splintered?

Perilous Wilds: Followers Shall Be Splintered?

Perilous Wilds: Followers Shall Be Splintered?

Everyone knows about Trollsmyth’s house rule for shields in B/X: “Any time you take damage, you can opt instead to say your shield absorbed the force of the blow. The shield is shattered and must be discarded, but you don’t take any damage from that hit.”

Somewhere I saw someone mention using the same house rule for OSR Hirelings.

So I’m curious about exposing the implications of making it a Follower move, using Perilous Wilds:

When you take damage, you can pick a Follower in reach of the attack to absorb the force of the blow instead. The Follower is killed or crippled, but at least you didn’t mess up your hair.

Maybe roll +Loyalty before they take the blow, and determine the outcome based on that?

What do you think?

#FantasyWorld

#FantasyWorld

#FantasyWorld

What do you find the most clear and unambiguous? Option 1 or 2 or 3 ?

1)

When you convey to someone that you will harm them unless they do what you want…

2)

When you manipulate someone with the threat of immediate harm…

3)

When you force someone to say or do something here and now using the threat of immediate harm…

My players enjoyed this Danger, so I thought I’d share:

My players enjoyed this Danger, so I thought I’d share:

My players enjoyed this Danger, so I thought I’d share:

Name: Corruption Coin

Defense: Defy Danger using WIS, CON, or INT

Result: Increased Load

The PC spots a coin on the ground, and has the opportunity to pick it up with no one watching. If she does, she is immediately seized with the desire to collect more for herself, without telling anyone.

The threat is spiritual/mental, not physical. I narrate the camera zooming in and passing through the character’s eye, where we see an “internal world” in the character’s mind.

To resist, make a Defy Danger using WIS, CON, or INT (the player must describe how they are resisting in the fiction):

10+ The PC resists with no harm

7-9 The PC mostly resists, but takes -1 forward to stat used

6- As 7-9, and the player is corrupted

A corrupted character will begin seeing loose coins whenever she is not being watched by her companions, and will begin looking for opportunities to be out of sight for a moment– nothing serious, just lagging a step here or there, or offering to check out something that genuinely needs to be done a distance away, and so on. She will quickly and secretly throw such coins into her pack.

In reality, the “coins” are just rocks and other debris. The PC immediately increases her load by 1 when corrupted. On any subsequent 6- by the player, the GM may increase the load by 1d3 weight to represent the cumulative effect of gathered coins. Note that it is not recommended to describe or roleplay individual coins being collected, it’s just happening every so often.

The PC can cure her corruption by being magically healed, or spending most of a day struggling against it (the player describes how).

Until cured, the PC will continue adding “coins” despite load penalties, and will resist all efforts from other players to reason with her.

OPTION: To make the danger more serious, replace the -1 forward with the debility associated with the stat used.