The formatting of “hit”/”7+” and “miss”/”6-” is inconsistent among Dungeon World playbooks, even within the Dungeon…

The formatting of “hit”/”7+” and “miss”/”6-” is inconsistent among Dungeon World playbooks, even within the Dungeon…

The formatting of “hit”/”7+” and “miss”/”6-” is inconsistent among Dungeon World playbooks, even within the Dungeon World text itself. I’m wondering what format people prefer?

Hi everyone!

Hi everyone!

Hi everyone! What do you think about this move I created on the fly during today’s game when the wizard tried to interfere with a ritual to summon a dark prince by casting Dispel Magic? “When you interfere with the dark ritual roll INT. On 10+ the ritual fails and you are without harm from beyond for now. 7-9 you attract the attention of a dark prince get 3 hold. 6- You are the first victim of the newly summoned entity. If you get hold: each hold represents the dark prince mind spite on your sorry soul, you suffer -1 ongoing to cast spells per each hold you have. You can spend hold to eliminate this penalty. If you use hold the dark prince can twist your fate as he wants once per hold you spend (GM will tell you how). You have 24 hours to spend hold this way or the effect is permanent.”

What do you think? ;)

Ive watched princess bride the movie and am now reading the book.

Ive watched princess bride the movie and am now reading the book.

Ive watched princess bride the movie and am now reading the book. When they mentioned miracle men I thought of a game move. What do y’all u think?

When you ask for a miracle man’s help roll 2d6.

10+ = solution with little or no cost or side effect

7-9 = solution with one flaw or big cost

6- = at least one major cost, long wait, and bad side effect.

In a few weeks, I’ll be getting together with 3 friends for our annual long-weekend get-together, continuing a…

In a few weeks, I’ll be getting together with 3 friends for our annual long-weekend get-together, continuing a…

In a few weeks, I’ll be getting together with 3 friends for our annual long-weekend get-together, continuing a modified Keep on the Borderlands campaign. As the GM, this year I am making the switch to Dungeon World. Part of my modification to the theme of KotB is the introduction of Lovecraftian horror. To that end I’ve developed a custom move that I would love the Tavern’s feedback on.

THE SETUP

First of all, I wanted to create something tactile that loomed over the players – a meta-game prop. We only play once a year so I wanted it memorable and aligned with the general spirit. Inspired by Dread, I’m setting up a Jenga tower and essentially asking them to pull bricks as a Soft/Hard Move (?).

In game, a Mind Flayer is ripping stars from the heavens to fuel a ritual that will open a rift to the Outer Dark, allowing the return of an Old One. The stars are actual characters that the PCs can attempt to save.

THE MOVE(S)

When a significant event has occurred (the GM will tell you), the most recently active player must roll+LUC (from Perilous Wilds). On a hit, you choose another player at the table to be active; on a 7-9, they must attempt to remove one brick from the Tower of Doom; on a 10+, they must attempt two bricks. On a miss, mark XP and attempt to remove two bricks yourself.

When you pull a brick and the Tower of Doom falls, a star is torn from the heavens to crash upon the earth. You experience a vision showing the impact of the celestial body; tremors ripple across the earth and through your mind as the fates give you a sidelong glance. Prevent two of the consequences below; suffer one:

* The actual location of the fallen star is unknown to you; your view of the impact was obscured.

* Burn 1 Luck; your personal fate has been twisted.

* Each member of the party suffers 1d6 damage; a destructive natural event occurs.

Running Legacy of the Shard with DW, and I offered the Cleric (who’d spectacularly made his Deaths Door roll last…

Running Legacy of the Shard with DW, and I offered the Cleric (who’d spectacularly made his Deaths Door roll last…

Running Legacy of the Shard with DW, and I offered the Cleric (who’d spectacularly made his Deaths Door roll last session) the advanced move “Chosen of Ilmater”. – you can shoulder the pain of the world. Gain 6 hit points and when you lay on hands an injured or wounded character, you can transfer as much of their damage onto yourself as you can bear.

I’m about to start a campaign of Freebooters of the Frontier that eschews the idea of treasure in favour of…

I’m about to start a campaign of Freebooters of the Frontier that eschews the idea of treasure in favour of…

I’m about to start a campaign of Freebooters of the Frontier that eschews the idea of treasure in favour of restoring useful structures in a landscape full of ruins and devoid of civilisation using “memory shards” that essentially cause the world to remember a time when the structures were still whole and bring that forth into reality.

For that purpose, I decided that all living things and particular places in the world (chests) contained fonts of memory that these memory shards could be mystically drawn from. I created a move for this purpose:

When you reach into the soul of the world and pull forth its memories, roll+CHA. On a 10+ their memories coalesce as beads in your hand, consult the Judge. On a 7-9, the same then choose 1:

– Alien memories invade and distort your identity, the Judge will tell you what you remember. Roll the same dice the Judge instructed you and burn that much Charisma.

– Halve the reward the Judge tells you.

– The soul of the world steals your memories, say what it stole. Roll the same dice the Judge instructed you and burn that much Wisdom.

The idea being that “consult the Judge” means the Judge tells you to roll as per Perilous Wilds’ treasure finder but replaces the word “coins” with “memory shards”.

This is my second attempt at creating my own moves, and my first Basic Move:

This is my second attempt at creating my own moves, and my first Basic Move:

This is my second attempt at creating my own moves, and my first Basic Move:

Interrogation

When you question a person for information, roll + CHA and ask up to three questions. On a 10+, you can get three honest answers from that person. On a 7-9, the person may lie about one answer, and may be either unwilling or unable to answer one question.

What do you guys think?

Still making more reference cards for my Roll20 game.

Still making more reference cards for my Roll20 game.

Still making more reference cards for my Roll20 game. My player’s have recovered a Dwarven Skyship, which was an abandoned war machine from a previous inter-planar conflict. They are gradually recovering the magic artifacts required to bring it to full battle strength. Up until now the skyship has had no trouble using it’s teleporting engines but, due to the advancement of one of my fronts, teleportation magic on their plane is now subject to serious disruption, so I came up with this custom move.

I also need to come up with a custom move for firing the main gun, because they are about to recover the control artifact for it, any ideas?

And yes, the picture is totally the Weatherlight.

I have Allison, a 16 year old ally of a player character.

I have Allison, a 16 year old ally of a player character.

I have Allison, a 16 year old ally of a player character.  She is his lover, aristocrat and I want to make some totally cool social/Move skill for her, but I am blanking.  Anyone have a couple of ideas?