Dealing With Harm as Fiction, Eliminating HP:

Dealing With Harm as Fiction, Eliminating HP:

Dealing With Harm as Fiction, Eliminating HP:

So I’m GMing for the first time in a while tomorrow. I’ve always disliked hit-point harm (both in terms of what PCs deal and what they take). I feel that HP pulls me out of the fiction and as an improv-reliant GM, I don’t like having to stop and generate stats for enemies. I like to keep the ball rolling. To that end, I found this really cool Apocalypse World hack (linked) that I’d like to use, but I wanted to pick the tavern’s brain about it.

First, do you think I’ll run into trouble using it? What kind? How would you solve?

Second, this hack addresses harm that PCs take, but what about harm they deal? Should I just use the same system to roll for my monsters? Should I write equivalent player-facing rules about dealing damage?

And then there’s the question of the CON stat. This hack accounts for the disparate builds of characters by allowing the GM to determine which of the three harm rules is triggered (what only threatens a scratch to a fighter might threaten death to a thief). So should I just drop the CON stat altogether? I guess we’d still need it if someone’s poisoned or something…

Finally, any thoughts on healing?

Thanks guys!

http://ihousenews.pbworks.com/w/file/fetch/63408904/Apocalypse%20harm.pdf

When you warn people of an Impending Doom or Grim Portent…Roll+CHA

When you warn people of an Impending Doom or Grim Portent…Roll+CHA

When you warn people of an Impending Doom or Grim Portent…Roll+CHA

On a 10, they believe you and do what they can to help.

On a 7-9 pick one:

-They are hesitant to believe you until there is more evidence.

-Some panic and do something foolish.

-The trouble will arrive sooner than any expected.

I have a move for a 1 player game. Let me know what you think.

I have a move for a 1 player game. Let me know what you think.

I have a move for a 1 player game. Let me know what you think.

Live to Fight Another Day

When you are engaged in combat against a foe and would be dropped to zero HP, you attempt to distract your foe by any means necessary. It doesn’t matter what the entended use of your gear was, your life is on the line. Lob your weapons, use your pack as a shield, strip off all that useless weight and run for your life! Roll 2d6 and discribe your feeble attempt.

On a 7+, you succeed in getting away with just your life. Your gear was lost or damaged durring the scuffle and endless retreat. Just your soiled and tattered undergarments remain.

On a 7-9, you lost more than your gear. Perhaps you have a bumb leg, a missing eye, lost the respect of your allies or even your integrity. Describe what you lost and how it has changed you, then mark a debility that resembles that loss.

On a 6-, make your Last Breath

#DungeonWorldCC

I said I don’t have time to work on this, and I don’t, but I did anyway.

I said I don’t have time to work on this, and I don’t, but I did anyway.

I said I don’t have time to work on this, and I don’t, but I did anyway.

Here’s a little bit of Drowning and Falling, a collection of oft-applicable custom moves for Dungeon World.

(EDIT: And alas, I now realize that there’s a game from Bully Pulpit making basically the same joke with the title. Oh well, consider this a working title.)

http://goo.gl/ZTZ4e4

What are your favorite or just plain great Custom Moves, suited for use in most games?

What are your favorite or just plain great Custom Moves, suited for use in most games?

What are your favorite or just plain great Custom Moves, suited for use in most games? Or ones your players really like to use?

New CC move

New CC move

New CC move

Ive been watching alot of Kung fu panda with my young daughter…like A LOT of panda.

So i thought of a CC move that uses Chi.

Chi Mastery

When you focus your inner power Roll+WIS. On a 10+ hold 3, 7-9 hold 2 and the GM will give you a complication. Spend holds to:

-> Heal anothers wounds equal to your CON

-> Provide another a +1 forward

-> Increase anothers power. +2 damage

-> Steal anothers Chi equal to your CON. Reduce their HP by that much and increase yours by an equal amount.

-> Steal Chi from another equal to your CON. Reduce their HP by that much and gain +1 damage.

#DungeonWorldCC

Hey all, I’m trying to create my first custom move.

Hey all, I’m trying to create my first custom move.

Hey all, I’m trying to create my first custom move. The idea is, the players are venturing into the Tangled Sea, a gigantic jungle that exhibits some properties of an ocean. I want there to be the sense that it’s unstable and flows, like water. So when the characters go to sleep, I want them not to be certain that they will wake up exactly where the laid down. Here’s what I’ve got so far:

When you wake up after spending the night in the Tangled Sea, roll +CON. On a 10+, you somehow managed to keep yourself and your stuff stable. On a 7-9, you stayed where you were, but choose 1:

* Something in your possession drifted in the night and now you can’t find it.

* Staying in one spot cost you a good night’s rest; take -1 ongoing until you sleep again.

A few worries: first, I’m not certain CON’s the right stat. Second, I’m worried that the results are too harsh. Third, I’m worried that since I’m using the Perilous Wilds rules for travel, this will result in a bunch of rolls when they make camp and set out.

I’ve considered just using the Die of Fate instead, but I’d be interested in some feedback.

So I would like to give my Stone Guard Lizard (see the discussion in my earlier post today) a custom Move.

So I would like to give my Stone Guard Lizard (see the discussion in my earlier post today) a custom Move.

So I would like to give my Stone Guard Lizard (see the discussion in my earlier post today) a custom Move. In addition to its conventional huge maw with serrated stone teeth that do d6+2 damage when it attacks a player, I was thinking of:

Monster Move: When the monster swings its stone tail at you, roll + DEX

o 10+: you dodge successfully and the monster does no damage

o 7-9: choose one: you are hit and take 1d8 damage or something in your inventory breaks

o 6-: the hit leaves you WEAK (you take the 1d8 damage plus -1 INT going forward)

Any good?

Update 12 of Running In New Orleans, a Dungeon World hack for Shadowrun, is out.

Update 12 of Running In New Orleans, a Dungeon World hack for Shadowrun, is out.

Update 12 of Running In New Orleans, a Dungeon World hack for Shadowrun, is out. Introducing Dragons and Fixers as playable characters. And yes, Dragon Fixers are totally a thing.

https://www.reddit.com/r/Shadowrun/comments/4ra0h9/dw_hack_running_in_new_orleans_update_12_lets_you/

Just had an informal session zero last night with some new players.

Just had an informal session zero last night with some new players.

Just had an informal session zero last night with some new players. One of the PCs is a snake woman, her mother was a witch and her father was a basilisk. I am playing around with a racial move for her to paralyze or turn folks to stone, cos thats what she wants. Here is what I have so far:

When you draw a creature’s gaze with your terrifying beauty and open your third eye, roll+CHA, on a 7+ the target begins to turn to stone. On a 7-9 choose 1:

-You draw the gaze of an ally, and they too begin to turn to stone

-Your third eye sees its reflection, and you cannot open it again until you rest

What do y’all think? I would like another choice or two for 7-9, but i’m drawing a blank. Thanks.