Too much?

Too much?

Too much?

I looked into the Blindheim’s Eye!

When exposed to the light of a Blindheim’s eye, roll+dex. *On a 10+, you close your eyes before it’s light blinds you. * On a 7-9 You are blind! Obviously you can’t see. Act accordingly and take -1 Forward until 1d6 minutes have passed. On a miss. Oh, you didn’t want to miss. One of your eyes pops from seeing the light. Take -1 Forward for actions that require vision until you Recover. You’ll learn to live with one eye.

A simple, viable move? Looking to incorporate quicksand in there also…

A simple, viable move? Looking to incorporate quicksand in there also…

A simple, viable move? Looking to incorporate quicksand in there also…

Traveling the Bleak Mire

For each day you travel in the fetid Bleak Mire roll + Con. 10+ you travel the mire without issue. On a 7-9 choose 1. On a miss, choose 2.

– You traveled through swamp water and are invaded by leeches. Lose 1 hp until you next Make Camp.

– Parasites. You do not feel well. Take a debility to Con until you Recover.

– Insects, swarm, buzz and annoy. Take a debility to Int until you leave the Bleak Mire.

How would you write a move for a summonable, magical shield that absorbs damage and can be destroyed, but resummoned…

How would you write a move for a summonable, magical shield that absorbs damage and can be destroyed, but resummoned…

How would you write a move for a summonable, magical shield that absorbs damage and can be destroyed, but resummoned later? Like a shield made of light and magic that you conjure out of the air, and is gone once it’s taken so much damage?

Something like armor mastery, perhaps? When you conjure your shield to defend against an attack, roll+(whatever — CON maybe?). On a 10+, hold 2, on a 7-9 hold 1. Spend hold to absorb the damage from a single attack. And on a 6-, still hold 1, but when your shield is destroyed it leaves you drained — some other fictional penalty?

As many others before, I’m transitioning a group from D&D (5e) to DW. How about this move for a dragonborn bard?

As many others before, I’m transitioning a group from D&D (5e) to DW. How about this move for a dragonborn bard?

As many others before, I’m transitioning a group from D&D (5e) to DW. How about this move for a dragonborn bard?

Dragonborn. When you use your arcane art, you can instead choose all the opponents in front of you and the following effect:

• You breath forth the elements and deal your damage to all targets, ignoring armor.

(xposted from reddit)

Hi Dungeon People

Hi Dungeon People

Hi Dungeon People,

I’m working on a hack that doesn’t include the full numbers of stats, just the STAT. To that end I’ve tossed together some ideas, one of which I’ll post here now. Be gentle, I’m new to hacking.

Hit Points – Your HP is equal to your CON + (Class Base). When your HP is depleted through damage, the GM will tell you which Debility to mark. After marking the Debility your HP returns to its maximum amount. When you mark your last Debility, take your Last Breath.

If you live through your Last Breath, the Debility you marked last will likely bear some lasting effect. Your GM will tell you if and what.

The Bases will likely be 3 (for Wizard types) up to 5 (for Fighter types).

Thoughts?

Hey all you Dungeon World-o-philes!

Hey all you Dungeon World-o-philes!

Hey all you Dungeon World-o-philes!

In the last session of my home game, my 11 yr old son’s wizard (he’s 5th level) was taken to 0 HP, but made his Last Breath roll. The “killing blow” was an ice mephit’s essence freezing his right hand. We stopped the game after the roll, but we’re picking back up tonight.

My question – I’d love to have something “weird” going on with the wizard’s right hand, some kind of cold-based power or effect. More flavor than mechanical. What are some suggestions?

A Possible Way to Consolidate Rations, Adventuring Gear, Etc.

A Possible Way to Consolidate Rations, Adventuring Gear, Etc.

A Possible Way to Consolidate Rations, Adventuring Gear, Etc.

I’ve been tinkering with alternative travel moves for #Stonetop (https://goo.gl/DV5akZ) and that’s been making me think about rations, adventuring gear, and the like.

Which led to this. Not sure I’ll use it, but I might try it out.

It’s definitely a draft! Thoughts and questions welcome and appreciated!

https://goo.gl/IRQCqK

Here are three alternatives (or supplements) to the basic Bond system.

Here are three alternatives (or supplements) to the basic Bond system.

Here are three alternatives (or supplements) to the basic Bond system.

To encourage character history and story (more like AW Hx, bonds are non-descriptive):

Fireside Chat

When you get to know one of your companions while making camp, ask them something about…

– Their life before adventuring

– The culture of their people

– Somewhere they’ve been before

– Their intentions after fulfilling the party’s current goal

– What they think about another companion or an NPC

If your character is intrigued by the answer, the character answering marks XP, and you gain +1 bond with them. They can then ask you the same question; if you answer, they also gain +1 bond with you and you mark XP. Max bond is +3.

When you fail (or should it be 10+?) Help or Hinder, remove 1 bond with that character.

To keep groups together (inspired by Star Wars movies):

Starting bonds describe why your character finds themselves with the other characters, either focusing on a certain other character, or the group or its goals as a whole

Test the Fellowship

When you have reason to part ways but circumstances keep you together, or when a situation forces you apart but you find reason to return, resolve your bond, write one describing your new relationship, and mark XP.

When you Help or Hinder a character, add the number of bonds that you have with that character, plus any group bonds that character has.

To kickstart story, each character chooses one of a few:

Quest Bonds

__ and I are searching for the location of the great artifact, __

__ and I are being pursued by bounty hunters for __

__ and I are contracted by __ to keep them safe

etc.

A second request for feedback, also having to do with Rituals and custom Moves.

A second request for feedback, also having to do with Rituals and custom Moves.

A second request for feedback, also having to do with Rituals and custom Moves. Having acquired a taste for it, our Wizard player has started a second Ritual with a rather vague goal: he wants to gain insight in the overall, global effects on the world of the bad-guy magic they’ve been encountering.

(His out-of-game explanation for it is that he wants to learn something that will give him and the other players more insight in how the things they are discovering about the world fit together, and hence “what they could do next” , either in the current campaign, or perhaps in the next one.)

So after mulling it over, I’ve come up with some conditions, which should result in a new Spell when fulfilled. I want it to be a nice juicy Spell, well worth the considerable effort, but of course also with considerable risk. What I’ve got so far is:

EVERYBODY WANTS TO RUNE THE WORLD

If you attempt to gain all-encompassing insight into a specific type of magic, roll +INT. On a successful roll, you will learn when and where this type of magic is interacting with your current world. In addition:

– On a 12+: the GM will tell you an immediately useful fact about the magic system;

– On a 10-11: you can ask the GM one question about the magic system that will get a truthful answer;

– On a 7-9 your insight will come at a cost — you get to tell the GM what that cost is.

The 7-9 is specifically there because my players are still more puzzle solvers than collaborative storytellers, and I want to take all the opportunities I can to stimulate the latter behaviour. The success rolls are there because as GM I want to help my players have a good time, and if that means they actually need to get an occasional info-dump — well, why not?.

So what do you think? Are there better Spells I could come up with in this situation? Better roll results I could use? Better wording? And are there any nice in-fiction GM moves I could hit them with if the roll for this spell fails?

All feedback much appreciated, as usual!