Another month has passed, so once again I’m doing prep for my group’s upcoming DW session, and once again I’d like…

Another month has passed, so once again I’m doing prep for my group’s upcoming DW session, and once again I’d like…

Another month has passed, so once again I’m doing prep for my group’s upcoming DW session, and once again I’d like to ask for feedback one some things I’m wresting with.

Last session the Wizard completed a Ritual that gave him a jamming device for the particular kind of magic our baddies use. He specified it was to be a passive device, and I said that’s fine, but stipulated (as per the Ritual conditions) that it would be an unreliable/limited device.

I am thinking of using a custom Move to implement this limitation. Something along the lines of:

When you move the jammer within a 10m radius of one or more biomagical sources, roll +CON. On a 10+ the biomagic will be nullified and either have no effect or stop working. On a 7-9 the jamming is also successful, but choose one of:

– the source of the jamming will be revealed

– there will be an unexpected magical interference effect

– other kinds of magic will also be jammed

With this move I am just trying to use the jammer as a way of moving the story forwards in hopefully interesting ways. The CON roll is because I am thinking of telling the wizard the jamming affect requires him to ‘power’ it, so his general health will influence how well the jammer works.

Is this any good? Would you handle it differently?

Elves (Blood and Tradition)

Elves (Blood and Tradition)

Elves (Blood and Tradition)

for World of Dungeons

Elves are beautiful. Perfect really. Tall, delicately featured, wise, immortal. It really shouldn’t come as a surprise that we can can hardly stand them. No one wants to be compared to that. Elves exist at the unhappy crux of being too heart-achingly beautiful to be desired and just different enough wrong. Sadly, they will never be quite at home with anyone but other elves.

This is one thing that is common among all elves. They are separate. Aloof. Perhaps even a little alien. Their immortality makes them distant from the brief lives of mortals that flicker around them. This gives elves an air of quiet sorrow. They react to the world around them with a cool detachment, knowing at all times that, this too shall pass.

And then this will fall away and, they will smile, or laugh, or make some dry joke and for a moment, they will be gloriously happy. And we will be happy just to have been here to witness it. And then we will both remember that this moment cannot last, for either of us.

Rights of Blood and Tradition

Break from the group and sing, alone, under the stars.

Speak fondly of a time millenias dead with one of your own.

Craft something of delicate and fragile beauty. Share it with no one.

In a rare moment of openness, try to explain to your allies how things were long ago.

Stop and contemplate an object of beauty, fallen into ruin.

Heritage Moves

Shape wood with a song

Summon a small friendly nature spirit

Recall a secret from ages past

Perform an act of inhuman grace

Blind, dazzle, or confuse with glamour

GM Moves

Someone is offended by their hauteur

Cold iron brings pain and poison

Nature cries out for aid or shares it’s pain

Your beauty marks you as alien, strange, or dangerous

You are enrapt by a display of beauty

For Your Game

Where did elves in your world come from? Why are they so damn pretty? Were they the result of some experiment with immortality? Perhaps they are failed gods or fallen angels. A sort of too perfect first draft of mortals by the gods, before they got the concept of “mortal” down. Or maybe they’re a refinement. A new breed of life in balance with nature and not misshapen or doomed to die like the rest of us. Did they always exist this way? Did they have some shining glorious kingdom that fell into ruin? Perhaps they are trying to rebuild it. Perhaps they destroyed it themselves, knowing it could not last. Perhaps not. Perhaps they have always been a wandering people. Rare and elusive. Meeting only rarely and living lives of solitude outside the busy lives of the mortal races.

THE NAME is something no mortal should know.

THE NAME is something no mortal should know.

THE NAME is something no mortal should know.

It’s trapped in writing, under the cold waters of the sea, miles away from every human community.

It’s guarded by monks that gouged out their eyes and punctured they eardrums so that they will never be able to read or listen to it.

So, what does THE NAME does?

Why do the players would like to know it?

The Ranger chose Savage and Frightening for her animal companion’s weaknesses, envisioning the companion is just as…

The Ranger chose Savage and Frightening for her animal companion’s weaknesses, envisioning the companion is just as…

The Ranger chose Savage and Frightening for her animal companion’s weaknesses, envisioning the companion is just as likely to attack her or the rest of the party as it is to protect her or do what she tells it. She’s asking what she should roll to see what the companion does under particularly stressful situations. Custom move, you think?

Hi all, new to G+ and may be a little spoiled by reddit’s sidebar.

Hi all, new to G+ and may be a little spoiled by reddit’s sidebar.

Hi all, new to G+ and may be a little spoiled by reddit’s sidebar. I’m looking for a pdf of a bunch of custom moves, monster moves, gm moves, any moves really that have been tested and deemed worthy. Lots of great user content daily on here but little seems tested. Any help would be much appreciated.

How would you make this move better?

How would you make this move better?

How would you make this move better?

So I am almost finished with the Master Minstrel playbook but there is one key move that I want to include that is a combination of too long and too vague. Could I get some insights into what people think of it? Is the need for the target’s greatest desire unnecessary?

Premise: A Bard is able to control their tone and wording perfectly, combining it with the world’s arcana to have magical effects (yes, this will be a very magical bard class). Just as Gandalf was able to demonstrate power when he spoke loudly, or how a Jedi can affect the mind of a Storm Trooper, the idea is for simple speech to work the same way for the Bard.

Heart of Hearts

When a Minstrel speaks passionately and directly from the heart, words are fluent and meaningful. The perfect combination of wit and tone can be powerful enough to blend with the ambient arcana, altering the world or people around you. In this lies a Minstrel’s true power.

When you touch another living thing, the GM will provide you a word that speaks to you of their greatest desire or intent. You must incorporate this word in your phrase to align your magic with the target. You may attempt to incept any phrase or idea and have some level of effect, but the power of its benefit will be the GMs judgement of how well it speaks to the word provided and the target’s true beliefs or portents.

The cost of a Minstrel’s power in this way is a personal one. With each word spoken, your HP will reduce by one, but can be replenished at anytime with any method one would typically use to do so (e.g. potions, spells, etc.).

Thinking about some desert-based moves to accompany my Sand Dragon:

Thinking about some desert-based moves to accompany my Sand Dragon:

Thinking about some desert-based moves to accompany my Sand Dragon:

When you enter [the desert], set WATER equal to your constitution.

When you must consume a ration, or when you perform a physical task, you must consume a liquid or decrease your WATER by 1.

When your WATER reaches 0, your HP is reduced to 0, and you Take your Last Breath.

I know DW isn’t about simulation, but I’m trying to simulate the need for hydration in a desert, and the scarcity of water in that environment. Are there already some moves floating around that accomplish this?

How can I improve this please? Thanks!

A custom move created for my group’s Halloween One-Shot tonight, titled “The Night of the Beholder!”

A custom move created for my group’s Halloween One-Shot tonight, titled “The Night of the Beholder!”

A custom move created for my group’s Halloween One-Shot tonight, titled “The Night of the Beholder!”

EYE OF THE BEHOLDER

When you are forced to look at the Beholder’s many evil eyes while attempting any action against it, Roll+WIS. On a hit, you may attempt to make your move against the terrible creature. On a 7-9, pick one:

>You may attempt your action, but your eye lingers for a moment too long in its gaze. After the action has been attempted, you immediately suffer the effects of one of its magical eyestalks of the DM’s choice:

-A piece of gear the Beholder can see is turned to stone, rendered heavy and useless.

-One of your limbs becomes paralyzed for several hours

-You are struck with immense, supernatural dread towards the Beholder, taking a -1 ongoing against it.

>You are forced to turn away before your action is attempted.

So last weekend we played our second session (which I will maybe get time this weekend to write more about), and I…

So last weekend we played our second session (which I will maybe get time this weekend to write more about), and I…

So last weekend we played our second session (which I will maybe get time this weekend to write more about), and I made a custom move that my players really liked.

Anyone that plays DW with me probably stop reading right here

Warning: this move is intentionally very swing-y and OP. It’s probably going to be taken away next session or two, maybe replaced with something more toned down… not sure yet.

So we have a Wizard, and he loves to cast spells. This is great because he also is apparently a really bad wizard, and hits a lot of 6-. He found a book in the first session called 1001 Awesome Spells. The first game it didn’t do anything when he read it, but I decided this session that it would become a pivotal object in the game – the bad guys want it. I knew once he knew this he would of course read it. And he did.

—-

When you read the book, roll+WIS.

– On a 10+, learn a One-Time-Use spell

– On a 7-9, learn a One-Time-Use spell and also take -1 forward to any spell cast

– On a 6-, the next spell you cast will be a hidden One-Time-Use spell

When you finish reading, the pages are blank for 24 hours and/or while any One-Time-Use Spell is in your possession.

—-

One-Time-Use spells are half of an index card with a spell on it that, when used, either happens immediately or calls for a roll. They sit face down and are drawn when they are learned (to be used later) or when 6- triggers they basically just happen when the next spell is cast. They are meant to be OP and swing-y, which is why there is such a huge cool-down on reading the book. I might tweak the cool-down to be less, because it was so much fun, and I wouldn’t mind just having to deal out super dangerous stuff every time the wizard gets a spell. Oh, and they can be given away to other characters.

Some examples (here is where I expect, if you didn’t have issues with this before, you will now… but I think they are fun):

Extra Sneaky

You steal any one item you can see that can be placed in your bag and place it there, undetected

Insta-Heal

Fully heal a creature that is close to you

Fog

When you read this ancient text, roll+con – a fog covers the area as far as you can see

10+ your enemies can’t see through the fog, but you can

7-9: nobody can see through the fog

6-: nobody can see through the fog and it also does 1D4 damage to everyone

—-

I have a few others but I might remove them / tweak them some more. Now, one thing that can happen is on a 6-, nothing happens until the wizards next roll, at which point he instead draws a One-Time-Use spell and it immediately takes effect. I had to make sure that all of the spells I made would work as instant triggers, but it happened with the first spell he drew and it was great. He role-played it great too – he immediately knew that in character it just appears that nothing happened when he read the book. (I might tweak the move to make this more obvious.) Later, the party were in chains being lead to the castle dungeon and he decided to try to cast invisible or something, but instead got one of these cards. He drew Extra Sneaky, which triggered immediately, and I said that it grabbed the keys off the guard and put them in his pocket. (I then basically said the guards did a really poor job of searching and didn’t find the keys – and then they figured out another way out anyway).

Well, I hope this move is enjoyable. I am new to DW, as are my players, so I expect I made a lot of faux pas with this, but so far so good. Everybody wants one of these things, and I should have realized they would (and should get one too).

Thinking about a move that covers “the adventure so far” for my first game. Comments and ideas are welcome.

Thinking about a move that covers “the adventure so far” for my first game. Comments and ideas are welcome.

Thinking about a move that covers “the adventure so far” for my first game. Comments and ideas are welcome.

The hunt for the smoke giant

Three weeks ago you witnessed the first attack. You saw an entire village consumed by flames and smoke, and you were certain you noticed a vaguely humanoid form emerge from all that dark mist. You decided to take arms and deal with that, as you don’t want something like that to happen to another village.

As you researched about it and talked to some wisemen, roll +CHA or +WIS (depending on how you approached the problem). With 10+ pick two; with 7-9 pick one; with 6- you found nothing useful.

= Receive +1 forward against the creature

= Name one thing you discovered about the creature that is not true.

What do you think?