My player wants to create a spell for his wizard that allows him to see through an animal’s eyes (much like the…

My player wants to create a spell for his wizard that allows him to see through an animal’s eyes (much like the…

My player wants to create a spell for his wizard that allows him to see through an animal’s eyes (much like the druid’s Eyes of the Tiger). I didnt want to shut him down but the party has both a druid and a ranger so I didn’t want him stealing their thunder. I told him he can attempt to develop this spell but it takes a lifetime to form the same kind of bond with nature that the others have. He said that rather than a nature-bond he’s envisioning a forced, limited mind-meld of sorts, with the possible unhappy side-effect of the target animal turning hostile on a failed roll. I think it’s interesting, and will let him learn it a few levels down the road. How would you construct a custom move for this spell?

I’m going to start posting some moves I’ve formulated since getting into DW (but haven’t used in play yet) one by…

I’m going to start posting some moves I’ve formulated since getting into DW (but haven’t used in play yet) one by…

I’m going to start posting some moves I’ve formulated since getting into DW (but haven’t used in play yet) one by one, for inspiration and/or critique.

Symbel

When you get very drunk with the Oathkeepers, Roll+CON.

* On a 10+ You swear a ridiculous oath, but fulfilled it that night! Describe it, and get +1 ongoing to CHA to rolls relevant to Oathkeeper steadings or Hirelings.

* On a 7-9 You’ve sworn an oath that the GM will describe, and if you return to the Oathkeepers with proof, they will herald you as a hero!

* On a 6- You made an oath you can’t keep; describe it, and suffer -1 ongoing to CHA to rolls relevant to Oathkeeper steadings or Hirelings.

Here’s an idea I have about a GM moves.

Here’s an idea I have about a GM moves.

Here’s an idea I have about a GM moves.

One of the base gm moves is “show advantage of a certain character skillset or move”. I think this is an important move because it encourages players to fulfill niche roles more and makes playing that character feel special.

But I’m wondering, just in theory, do you ever make a move when suitable to punish someone whos power gaming trying to create a damage machine rather than a person, or trying to make and use some sort of exploit in their playbook or rules?

For example, put the fighter who focuses only on damage dealing and murdering all problems in a situation where he can’t win with killing. Or put the wizard in a position where his magic won’t work. Remove the druid or ranger from all natural connection or resources. Or give the paladin an ugly, dishonorable choice both ways. I dunno, it could makes games more challenging and allow other party members to shine and support the disadvantaged one.

A custom move idea popped into my head so I thought I’d share what I came up with for discussion/feedback!

A custom move idea popped into my head so I thought I’d share what I came up with for discussion/feedback!

A custom move idea popped into my head so I thought I’d share what I came up with for discussion/feedback!

Each time you move through an area while fleeing a steading in which you are wanted, roll…

  • …+ DEX if you try to flit between cover and shadows.

  • …+ CHA if you try to blend and act inconspicuously.

  • …+ INT if you try to proceed unseen via the ingenious use of something at hand.

Take a -1 to the roll if the area is likely to contain a member of the faction that you are wanted by.

On a 10+:

  You traverse the area without incident.

On a 7-9:

  You traverse the area but leave evidence or rumor of your presence.

  The GM gains 1 hold.

  If the GM now has 3 or more hold, you have been caught.

On a 6-:

  The GM will describe how are recognized, delayed or obstructed and you must resolve this before leaving the area.

  The GM gains 2 hold.

  If the GM now has 3 or more hold, you have been caught.

The hold numbers could definitely be tweaked depending on steading size and notoriety, but I didn’t want the move to outstay its welcome.

*The Dragon Puncher, a (small) DW compendium class*

*The Dragon Puncher, a (small) DW compendium class*

*The Dragon Puncher, a (small) DW compendium class*

“You can’t punch a dragon” say the Sages. And the Adams. But you did! You punched a Dragon! You didn’t damage it, mind, inch thick scales and all that. But it’s got to mean something, right?

*When you’re killed by a Dragon you’ve punched*, roll +Cha

10+ The Bards will forever sing laments for the brave soul who punched a Dragon

7-9 The Minstrels will forever sing ditties of the fool who punched a Dragon

6- A child makes up a limerick about punching a Dragon that doesn’t mention you at all.

Hey everyone!

Hey everyone!

Hey everyone! I’ve been considering using Dungeon World to run an Elder Scrolls game. I’m going to use the rules found in Class Warfare for character creation, to simulate the more free-form nature of Elder Scrolls characters,  but I have to make a series of Racial moves for the ES races.  I haven’t started working on them yet, but I was wondering if anyone had any suggestions.

What do you think of this move?

What do you think of this move?

What do you think of this move? I adapted it from Last Days of Angelkite. I’m not crazy about using preparation as the spendable currency for this move, but I’m not sure what else I can use.

You have access to the guild’s collection of supplies and artifacts. Too bad there’s no index or catalog, so good luck finding what you need. When you rifle through the guild’s collection for something special, spend at least 1 preparation and roll+preparation spent. *On a 10, you find what you’re looking for and may borrow it for one adventure; answer the following three questions about it:

• What type of object is it? (a weapon, a potion, a wand, a machine…)

• What does it do, specifically, that’s special or unusual? (detects magic, reads runes, starts fires…)

• What cost is there to using it, or how is it flawed or limited?

*On a 7-9, you find something close; you answer two questions, and the GM answers the third. *On a 6-, either you get nothing and the preparation is lost, or answer one question, and the GM answers the other two, along with adding an additional flaw, cost, or limitation to what you find.

Hi, everyone!

Hi, everyone!

Hi, everyone! I’m a novice Dungeon World GM, but I haven’t let that stop me from thinking of how to make it more immersive and fun. To which end, I came up with a pretty simple food-centric expansion for the game (Note: I haven’t tried it out in real play yet). I’d appreciate constructive criticisms!

https://medium.com/@melvin_charles_o_dy/when-you-tire-of-dungeon-rations-55adc153d528#.di5lnue4x

I was thinking about some previous discussions about the Multiclass moves, and how there is potential for stealing…

I was thinking about some previous discussions about the Multiclass moves, and how there is potential for stealing…

I was thinking about some previous discussions about the Multiclass moves, and how there is potential for stealing spotlight from the single-classed companions. I came up with the following move/change to how it works, which I think would be potentially interesting in play.

—-

If you take the Multiclass Dabbler, Multiclass Initiate or Multiclass Master move and choose a starting move that is part of several interconnected moves (such as the Wizard’s Spellbook, Prepare Spells and Cast a Spell moves,) do not add those moves to your character sheet immediately. Instead, you will need to seek out a mentor who is willing to train you.

When you spend a significant amount of time studying with your mentor, ask your mentor what that looks like and then roll + the appropriate stat for the moves you are studying. On a 10+, you have mastered the next move; add it to your character sheet, and your mentor marks experience. On a 7-9, you’re making good progress; take 2 hold, which you can spend to perform the move or to gain +1 on your next attempt to learn this move. In either case, you will need to stop studying for now and do something else for a bit.

—-

I see a few things I like about this approach. For one thing, the gaining of the completely new abilities happens gradually and in the fiction, rather than suddenly happening on level-up (and suddenly getting two or three moves in one hit).

For another, if one player wants to take a multiclass move from a class that’s already in the party, it automatically promotes a conversation between the two players at the point the multiclass move is taken – “are you willing to train me?” It also means that rather than just having (say) a second wizard appear in the party, they have distinct roles – one is the mentor, the other is the learner.

I can also see it creating interesting action in game. You want to learn from the Druid how to shapeshift? Well, the Druid might decide that you’ll need to travel alone to the heart of the Forest, harm no natural creature and fast there for three days and nights to study the essence of that land. Alternatively, they might say that they will call the ur-spirit of each of their land’s animals to you and you must win their trust. The Cleric might require you to learn all the prayers to their god, or require you to travel to the temple and be anointed by the high priest.

Anyway, I’d love feedback on the idea in general and the move as written in specific.