The level 5 wizard in my party is evil and tries to overcome a rival spell caster.

The level 5 wizard in my party is evil and tries to overcome a rival spell caster.

The level 5 wizard in my party is evil and tries to overcome a rival spell caster. How would you handle a magic duel? I´m thinking about a custom move, something where the wizard gets holds to spend on deflecting spells or creating an advantage. Some kind of hold economy that gives the fight a strategic element like in the duels of Saruman v Gandalf or Voldemort v Dumbledore.

Thanks in advance!

My Players recently got a noble Rat as a Hireling in the City. (a bit like Cats in Boots but as a big Rat)

My Players recently got a noble Rat as a Hireling in the City. (a bit like Cats in Boots but as a big Rat)

My Players recently got a noble Rat as a Hireling in the City. (a bit like Cats in Boots but as a big Rat)

And since Hirelings serve as replacement characters i made some Class options for this Race:

Noble Rat

Thief: every time you enter a new settlement with a Rat Population you automatically know where they hide their valuables.

Ranger: If you take the role of Quartermaster on a perilous Journey every Person involved looses 1 Ration less.

Paladin: You are immune to all sickness. You never get ill from what you eat.

Wizard: You gain the Level 1 Spell “Summon Human” (Conjuration) ongoing

You Summon a generic Human with clothing of your choice. He is mindless but you can give him orders or control him directly when you touch him. Once he receives Damage or is revealed to be fake he vanishes.

What do you guys think?

Hey, new to the community, but an avid lover of this game.

Hey, new to the community, but an avid lover of this game.

Hey, new to the community, but an avid lover of this game. Though I haven’t played this game yet (farm life), I spend a lot of time thinking about it.

I watched howl’s moving castle a few times recently, and I was thinking about the idea of a wizard who can lose control of themselves and become a monster from overuse of their magic.

I was thinking for a class move based on this, tied to a fatigue mechanic a la Awful Good Games’ wizard from A Sundered World.

Say there is a sentience or humanity or sanity or whatever stat, either tied to constitution or set at an arbitrary number, that decreases each time the wizard’s fatigue matches their current HP.

When your fatigue equals your current hp, (maybe you lose 1 sentience no matter what and) roll +nothing/CON/CHA/WIS/INT (unsure which). On a 10+ you maintain control for now, but you cannot use your magic until you rest for an hour or so. On a 7-9 (maybe you lose 1 sentience only on 9 or lower and)choose 1:

you maintain some control but become an arcane monster until you can rest, lose 2 sentience instead of 1

you lose conciousness and deal your damage to 1/2/3 nearby creatures (enemy or ally) of the GM’s choosing

sentience can only be reset though some archaic means, i guess, maybe through dying? transferring the corruption to your surroundings? storing in a place of power? human sacrifices? standard ritual? idk, haven’t gotten that far yet, but wondering what y’all think.

Looking for a Wizardry contest type move – I got an initial something, but I would like to compare.

Looking for a Wizardry contest type move – I got an initial something, but I would like to compare.

Looking for a Wizardry contest type move – I got an initial something, but I would like to compare. Mine is clearly based on the Navigate Labyrinth one. As a side question how are you handling longer wits contest in a DW game.

Anyway here is what I got. Please be gentle, first move and all.

When you engage in a contest of wizardry against another spellcaster, roll + int, this is where all these years of training pay off. Describe what your spells do to impress the onlookers.

10+: Hold 2

7-9: Hold 1 and choose one of the list below

5-6: lose 1 hold and choose two of the list below

4-: lose all hold and you get hit by all the effect at once.

– Your concentration is strained- take -1 forward

– Your mind is stretched to its limit, take 1d4 damage

– You are stunned- everything becomes fuzzy

If you manage to get 3 holds you win the contest, the opposing spellcaster defeated, the GM will tell you how she takes the defeat.

At any time, you can spend 1 hold to make a flashy effect, getting the crowd behind you (get +1 forward)

You can concede at anytime. How you react to it, is up to you.

Here is how I have modified Jason Cordova ‘s custom Labyrinth move to suit our ongoing DW/Valley Of The Titans game.

Here is how I have modified Jason Cordova ‘s custom Labyrinth move to suit our ongoing DW/Valley Of The Titans game.

Here is how I have modified Jason Cordova ‘s custom Labyrinth move to suit our ongoing DW/Valley Of The Titans game.

When you spend 1 hold, find a treasure, an answer, a missing person, or an exit, and describe the room it is found in.

The PCs are not so much dungeon-crawling the labyrinth, so I don’t expect an emphasis on treasure-seeking. I expect they’ll be trying to find something specific in it, to rescue people from it, to solve the mystery of its existence, to escape it, and/or to destroy it.

Full move below:

When you attempt to navigate the labyrinth, describe how you do it, and then roll +STAT. On a 12+, hold 2. On a 10+, hold 1. On a 7-9, hold 1, but you also encounter a guardian. On a miss, you’ll probably encounter a guardian. On a 1-3, also lose all hold.

When multiple party members navigate in turn, their hold is pooled together.

When you spend 1 hold, find a treasure, an answer, a missing person, or an exit, and describe the room it is found in.

When you spend 4 hold, find the heart of the labyrinth.

#DiscernRealities   #Labyrinth  

Goliaths are a rather flavorful D&D race of remote, nomadic mountain dwellers, that are known for having exceptional…

Goliaths are a rather flavorful D&D race of remote, nomadic mountain dwellers, that are known for having exceptional…

Goliaths are a rather flavorful D&D race of remote, nomadic mountain dwellers, that are known for having exceptional carrying capacity.

Goliath Racial Move

Your huge frame allows you to carry weight much more easily than other smaller folk. Increase your Load by 6.

I can’t stop thinking about Like a Ghost.

I can’t stop thinking about Like a Ghost.

I can’t stop thinking about Like a Ghost. It seems like it would solve the Thief’s problem of a lack of good “stealth” moves. It might even be able to obviate Backstab, if you add another option to it. How can we play with this move?

When you roll for another move that you want to perform in a clandestine manner, you may choose options equal to your DEX or less (but not fewer than none), and then tell the other players:

…how you draw attention elsewhere instead of to you.

…how you stay out of sight.

…that you remain silent.

…why you leave no trace behind.

On a 10+, all that you say is true. On a 7-9, the GM chooses one of your statements to be false, the others are true. On a miss, no guarantees.

I’ve got a player who’s 7th level fighter beats everyone he ever fights, in straight up Hack and Slash.

I’ve got a player who’s 7th level fighter beats everyone he ever fights, in straight up Hack and Slash.

I’ve got a player who’s 7th level fighter beats everyone he ever fights, in straight up Hack and Slash.

But I’ve got a climax fight coming with his nemesis (that he’s never met). I’ve decided to make the nemesis a trap expert, and my fighter will be entering the nemesis’ uber-trapped lair.

So 2 questions:

How do you handle trap-springing in DW? In other F20 games, the player would make a “notice” check, or if a special skill, a skill check. Doesn’t seem very Dungeon Worldy. So, how do you handle?

Ideas for traps? There are some good ones here:

http://www.dungeonmastering.com/campaigns-adventures/clever-dd-traps

Finally, I’m running this game in 9 hours, so I hope the European folks who aren’t at work can answer soon (or maybe it’s people who ARE at work who can answer 🙂 ).

http://www.dungeonmastering.com/campaigns-adventures/clever-dd-traps

C-class potions.

C-class potions.

C-class potions.

A plump glowing leech. A rose-smelling sewage.

When you drink a C-class potion, roll +COS. On a hit, suffer from side effects, hold 2 and ask the GM what move it grants. You may spend a hold to make that move. On a 10+, choose: you hold 3, or the side effects are lessened.

Which kind or really weird 2-5 word moves and side effects C-class potions may grant?

(I was thinking about old school / lamentation of flame princess kind of horrible, woundrous, bizarre effects.)