The setting for my game features semi divine monarchs of various animals, the Wolf King, the Bear Queen, etc.

The setting for my game features semi divine monarchs of various animals, the Wolf King, the Bear Queen, etc.

The setting for my game features semi divine monarchs of various animals, the Wolf King, the Bear Queen, etc. One of the early jokes in the campaign was that there are 100 different Kings and Queens of the Housecats, all of whom consider themselves the one true ruler and all the rest impostors.

Last night, one of the One True Cat Kings gave his blessing to the party’s nine foot tall Half Giant Barbarian. Here’s the move:

When you Parlay with a creature larger than you, you can use your small size and adorability as leverage, even if you are otherwise a complete jerk.

When the Whisperwind calls your name, and tells you vicious truths of a better time, tell the group something that…

When the Whisperwind calls your name, and tells you vicious truths of a better time, tell the group something that…

When the Whisperwind calls your name, and tells you vicious truths of a better time, tell the group something that happened you nearby, before the War.

Then, roll + WIS. On a 10+, nothing. On a 7-9, gain 1 Melancholy. On a 6- gain 3 Melancholy. While you have Melancholy, you have – 1 ongoing to Defy Danger and Defend. You can get rid of 1 Melancholy whenever one of these happens:

* You foolishly put yourself in danger.

* You take damage from an enemy.

* You confess a fear or a dark desire to a friend. They have to Defy Danger +CHA not to succumb to grief or distrust.

When you agree to play chess with Death, roll+INT.

When you agree to play chess with Death, roll+INT.

When you agree to play chess with Death, roll+INT.

On a 10+ you win and your next Last Breath move will be successful. Or a comrade will be returned from his kingdom?

On a 7-9 you play to a draw; gain a +1 on your next Last Breath roll.

On a 6 or less you lose and Death has a small quest in mind to square the books…or your soul would also be valid payment. The “choice” is yours.

Follow-up to a previous post:

Follow-up to a previous post:

Follow-up to a previous post:

Okay, I think I found the next thing I’m going to try in my attempt to make a superhero game that can start play in 10-15 minutes. I still like the Dungeon World playbook approach, so I’m going to keep trying that (here’s five options, pick one, quickly customize and let’s play). One of the weaknesses of the previous version was the powers system. It was very mechanical, it didn’t have a way to be creative or do neat things with your powers, and sometimes you were spamming the same power over and over again and never got a chance to use your other powers.

New paradigm: Powers as moves. For a controller:

When you use Ice Control, roll+int. On a 10+ pick two, on a 7-9 pick one. On a 6-, the gm makes a “move” (language and concept of the GM move to be polished later.)

• Deal your damage

• Create icy formations

• Make an area much colder

• Stop movement by freezing something in place

• Make things slippery with ice

• Affect 1d4+level targets

• Freeze the moisture out of the air

• Use your powers at near or closer range

When you use Gravity Control, roll+INT. On a 10+, pick two, on a 7-9 pick 1. On a 6-, the gm makes a “move” (language and concept of the GM move to be polished later.)

• Deal your damage

• Make something lighter or heavier

• Bring down something that is flying

• Affect 1d4+level targets

• Crush something under its own weight

• Throw something at a far target

• Levitate yourself or others

• Use your powers at near or closer range

One advance move at level 2-5 could be to pick one additional effect when you use your power, and a replacement move at levels 6-10 allows the choice of two additional effects when you use a power.

This idea puts the fiction of what you can do with a power first. The consequences are going to be determined by the situation in which you use it. During the playtests, I can gather ideas for fictional effects (power stunts) to augment or replace the current power options. The player gets a variety of choices on how to use their powers. I can limit the number of options a power has to a reasonable number of choices, so as not to overwhelm players with too many options.

I’m thinking about starting with five options for each of the five archetypes. That means I’d be writing 25 powers with options on the front end, which is a reasonable goal that doesn’t sound overwhelming. I wrote six powers last night. I’m not sure I’m going to follow the CoH paradigm of a primary and secondary power. That may overwhelm the player that is just sitting down with too many choices. We’ll have to see how that playtests. I’m somewhat worried that a team would need to have every archetype present to be balanced. The primary/secondary power combinations would help mitigate this, but I don’t know if it is worth the trade off in additional complexity.

So, next things to work on:

• Edit the basic moves for clarity and the special moves for the same. Also, evaluate if there has to be a special move included or if it is going to come up infrequently enough that, I can drop it from a main list.

• Write 3-5 power moves like those above for each archetype for the next playtest.

• Edit the playbooks to reflect the new powers paradigm, drop some confusing wording from moves, and modify or rewrite some of the starting and advanced moves.

• Possibly come up with a briefing sheet that instructs new GMs how to teach the game. I think it’s too early for this, but right now, a cheat sheet for me to cover the things players were confused about on in the last test is a good idea.

I’ll update again once I have the sufficiently worked on the next phase. I’ll upload the stuff to DropBox so people can take a comprehensive look at it.

Is this too much for a custom move?

Is this too much for a custom move?

Is this too much for a custom move? I figure it would make a great advanced move for magic users who have gone to the dark side. #DungeonWorldCC

Blood magic

When you cast a spell and spill some blood, you can roll any number of 1d4 and take that much damage. Each roll allows you to choose one of the following:

-Increase damage by 1d4

-Piercing +3

-Choose an additional target within range

-Double it’s duration (doesn’t work for instantaneous spells)

-Double it’s range

Thoughts on a Skill/Move for classes who start to dabble in Herbalism.

Thoughts on a Skill/Move for classes who start to dabble in Herbalism.

Thoughts on a Skill/Move for classes who start to dabble in Herbalism.

Supply Pouch

You carry with you a pouch of herbs and regents used in your craft. Each pouch holds up to 4 Stock and has 1 weight. When you spend time gathering supplies refill your Stock to max.

Whip Something Up

When you attempt to quickly make a drug using your supplies Roll+Stock. 10+ Choose 1, 7-9 Choose 2

-The effects are mild

-It requires an additional Stock

-Unwanted side effects (GM describes how)

-It took longer than anticipated, it’s put you in a tough spot

Concoction

You can make anything given enough time, supplies and knowledge. Describe what it is you wish to make and the GM will pick 1 to 4 choices:

-It’s going to take time

-A special ingredient is required

-This is experimental and requires Literature/Professional to assist you.

-Its effects are mild

-It’s highly dangerous to make. Defy Danger+WIS

-Requires some stock (GM tells you how much)

#DungeonWorldCC

I wanted to expand a bit on the Undertake a Perilous Journey move. Here goes. Feedback welcome!

I wanted to expand a bit on the Undertake a Perilous Journey move. Here goes. Feedback welcome!

I wanted to expand a bit on the Undertake a Perilous Journey move. Here goes. Feedback welcome!

I struggled a bit with the Scout negative effets. Seems to me that everything would be covered by GM moves but you’re welcome to prove me wrong.

https://docs.google.com/document/d/1DwL71byncZOlUdLSjWdqUwfGOTzRh3eJLVHOAVNufZc/edit?usp=sharing

I am seeking ideas from all of you wonderful tavern patrons.

I am seeking ideas from all of you wonderful tavern patrons.

I am seeking ideas from all of you wonderful tavern patrons. One of my players wants to make a character somewhat based off of the Displacers from the “Beyonders: A World Without Heroes” novels.

The gist of the idea is that the character’s body parts can be detached and placed on various things. The body part can still be used as if it were still attached to the body. Whatever happens to the body part (like being stabbed, poisoned, crushed, etc.) can be felt normally.

I like sticking with the core playbooks (and the player was planning on using the Thief), so I’m not really looking for a custom playbook, but if there is a custom playbook I could look at for inspiration, please do let me know.

The main thing I’m looking for from you all are ideas on how to approach this idea mechanically. Should we do a custom race move or stick with a default race move and create a new custom move. What should these moves be?

Any and all ideas or questions are welcome. Thank you in advance.

You have basked in the Heartlight too much, and now YOUR SOUL IS ON FIRE.

You have basked in the Heartlight too much, and now YOUR SOUL IS ON FIRE.

You have basked in the Heartlight too much, and now YOUR SOUL IS ON FIRE.

What are the (positive) symptoms?

0 When you are basking in the heartlight, you’ve twelve times your standard strenght. Your melee attacks are forceful.

0 When you’re basking in the heartlight, your words are commanding.  No one is able to hinder you while you’re rolling +CHA.

….????