I’m looking at the table for creating monsters and my group of monsters (werewolves) get the tag organized.

I’m looking at the table for creating monsters and my group of monsters (werewolves) get the tag organized.

I’m looking at the table for creating monsters and my group of monsters (werewolves) get the tag organized. I can’t think of good organized moves. Can someone help me?

This may be of interest to some people who like all the randomness DCC spells have to offer to weird up your Dungeon…

This may be of interest to some people who like all the randomness DCC spells have to offer to weird up your Dungeon…

This may be of interest to some people who like all the randomness DCC spells have to offer to weird up your Dungeon World campaign…

Originally shared by Claytonian JP

DCC spells in Dungeon World. I think I found a way…

http://killitwithfirerpg.blogspot.com/2016/02/dcc-spells-shoved-into-2d6-dungeon.html

Need some help with a custom move for my “Kid” compendium class.

Need some help with a custom move for my “Kid” compendium class.

Need some help with a custom move for my “Kid” compendium class. The theme I’m trying to capture is that you’re a kid so people tend to ignore you—because you’re small, or quiet, or even sneaky. I ended up with this which feels like just a generic stealth move and I don’t think it’s right yet:

When you act quietly and inconspicuously say what you’re trying to do and roll+DEX. Take -1 for each thing you’re attempting beyond the first. On a 10+ you do it and you’re unnoticed. On a 7-9 you do it but you’re noticed. On a miss it’s obvious what you were trying to do.

• you get into something

• you get out of something

• you take something from someone

• you put something somewhere

• you get somewhere you’re not supposed to be

• you get out of somewhere you don’t want to be

Any suggestions for capturing the flavor without making it a swiss army knife?

Well, I was thinking, and instead of wasting time searching for monsters free images, I decided to give life to…

Well, I was thinking, and instead of wasting time searching for monsters free images, I decided to give life to…

Well, I was thinking, and instead of wasting time searching for monsters free images, I decided to give life to other ideas that had to aid in the initiation (and not only) as GM.

Given this, from John Luis text in rpg (dot) net about hard moves, I decided to create cards (yes I’am very upset for cards right now) for each drive option suggested in his texts. In my point of view, are very stylish and usable 😉

In the attached link, i exemplify one of each type.

https://www.dropbox.com/sh/op9xjsozu2m5yar/AAA0gLGppr_ejsaKOQHeJ-2Va?dl=0

What is your opinion as experts in the matter of aesthetics and of course usability of these cards?

https://www.dropbox.com/sh/op9xjsozu2m5yar/AAA0gLGppr_ejsaKOQHeJ-2Va?dl=0

I’ve been playing around with the idea of adding “intrusions”, from Monte Cook’s Numenera, as a new GM move.

I’ve been playing around with the idea of adding “intrusions”, from Monte Cook’s Numenera, as a new GM move.

I’ve been playing around with the idea of adding “intrusions”, from Monte Cook’s Numenera, as a new GM move.  Here’s the basic idea:

Intrusions allow the GM to make sudden twists in the fate of a player.  When a GM makes an intrusion, she gives an XP to the player directly affected, and that player gives one XP to another player.   This is an exception to the rule that a soft move should always precede a hard move, but it is not an excuse to grief players.  The intent of intrusions is to mix up the typical flow of play.  A player expects bad things to happen on a 6-. Intrusions are a here to spice up the players lives. Just remember that too much spice leaves a bad taste.

(Edit: For those of you familiar with Numenera’s rules, note that players cannot refuse the intrusion in this adaptation.)

(Edit2: I’m realizing I was totally unclear. Intrusions can be taken at any point during the flow of play.  It breaks the normal rules for when a GM is allowed to make a move.  In fact, a GM should never make this move on a 6-.  The point is to add twists that surprise the players.  Again, use sparingly.)

(Edit5000: Remember damage is the least interesting hard move.)

I thought to share this because of a thread discussing dangers that are both unknown to and hidden from players.  An “intrusion” could be used to blindside players in such a case. 

As an aside, I can’t recommend this article enough when it comes to controlling and conveying the level of danger:

http://blog.trilemma.com/2014/10/non-mechanical-difficulty-levels-for.html

Edit3: I want to add an example!

“GM: You make a good pace through the Radiant Forest.  The sparse trees let all of the morning sun shine through, and a gentle radiance glints off the golden brown fall leaves.  Each crunch of leaves is like the spark of a cozy fire.  It seems the locals were right when they told you this route is safe and uninhabited.

Sam: It’s about lunch time, and we’re low on rations, I’m going to forage and see if I can find us some food.

GM: As you finish telling the others your plan, you begin to turn your head only to feel the slightest prick of steel on your neck. You can tell someone is standing behind you now. What do you do?

Sam: I duck and draw my sword!

(no Defy Danger roll)

GM: You duck and draw your sword and face what you can now see is an elf woman that had an arrow to your neck. She is unfazed and unflinching.  Your sword falls to the ground as a staff deftly breaks your grip.  You see now two elves in front of you. They’re not attacking, but they seem to have you completely at their mercy. Sam, take one XP and give another to whomever.”

Hey!

Hey!

Hey! I’m looking to make an ‘invention’ move, similar to the Wizard Ritual move. Here’s a rough first idea I have. Any advice?

Tinker

When you go to build something never seen before, tell the GM what you are trying to invent and what it does. The GM will give you one or more of the following conditions and costs:

*It requires considerable study

*You need someone else’s expertise to see it to completion

*The components are rare and hard to come by

*The components are expensive

*It will take a very long time.

*It will require continuous experimentation. 

During the feedback time for the oracle, an interesting discussion began about a certain move that allows you to ask…

During the feedback time for the oracle, an interesting discussion began about a certain move that allows you to ask…

During the feedback time for the oracle, an interesting discussion began about a certain move that allows you to ask these questions with discern realities:

Third Eye

When you discern realities, you can ask one of these questions:

What here is magical? The GM will answer truthfully.

What does this magic item do?

What is the alignment of this creature?

In the discussion it was mentioned that these questions can already be answered with discern realities. Thoughts?

Moves are below all this explanation mess

Moves are below all this explanation mess

Moves are below all this explanation mess

After much deliberation, I decided this book wouldn’t be complete without my own take on the NECROMANCER. I may rename it like I did my Illusionist, since there are several existing playbooks out there. Suggestions? Would it still be ok to call it a necromancer given that its going to be in a combined classes book based on the old spell schools?

Here are the two main starting moves! I had envisioned that you pick one of these at character creation, but if you think it would work with both, by all means I am open to ideas. 

◘ That Which is Dead

You’re dead. Well, mostly dead. Your heart has stopped, and you don’t need to breathe anymore. You have a pale sunken look, but otherwise seem alive. When you reach 0 hit points, as long as your body still is mostly intact, you do not die. Missing limbs and other body parts don’t injure you any worse than a bad bruising would hurt a living person, but could still have an effect on your physical capabilities. 

▬ You no longer need to draw breath.

▬ You no longer need to eat. You never have to use rations.

▬ Healing magic does not work on you. 

▬ Magic or effects that work against undead work against you.

▬ When you reach 0 hitpoints, each time you would take damage that would take you below 0 hit points, you instead take one debility of the GM’s choice. Once you have taken all six debilities, your body is destroyed and you make the Last Breath move as appropriate.

▬ You do not heal naturally.

◘ Body Snatcher

When you die, or leave your current body, your spirit can occupy a nearby humanoid body if it is not too rotten. If the body is currently living, you need to roll +WIS to push the other spirit aside. It stays in there with you though, and might cause you trouble. You can communicate telepathically with the spirit with which you share the body. If you occupy a rotted body, the GM may give that body some debilities as appropriate.

I’m trying an Empire of the Petal Throne conversion using DW as a basis and I’m grappling with a spell that slows…

I’m trying an Empire of the Petal Throne conversion using DW as a basis and I’m grappling with a spell that slows…

I’m trying an Empire of the Petal Throne conversion using DW as a basis and I’m grappling with a spell that slows down the perception of time.

My initial thought that in the hands of a hostile NPC priest is that it would prevent Defy Danger rolls based around quick thinking or quick reflexes. My general feeling is that it would probably render all combat un-winnable but that feels little bit harsh.

Any thoughts?

Title

Title

Arcane Forensics: When you are in the proximity of magic which has been active within the last week, including currently active magic, roll +WIS or +INT. On a 10+, choose 3. On a 7-9 choose 1.

▬ You can tell what the magic does, its function and purpose.

▬ You detect and remember a magical signature. If you find magic cast by the same spell origin in the future, you can tell if it was the same origin or spellcaster.

▬ You know when the magic was activated, and/or when it stopped working or how long it will continue working.

▬ You catch a fleeting echo of thought from one of the victims of the magic.

▬ You catch a fleeting echo of thought from the caster of the magic.

▬ You can follow the direction of the caster and can track left behind magical residue.

Hey Folks! Long time no post. I just started getting back into finishing up my caster playbooks, and I plan to expand that book to include not only the caster classes but also some new advanced moves, locations, items, and other magicky magic magicalness

I was hoping I could get some feedback on this move from you fine folks. Note that this move has way too many choices currently but I wanted to include my current ideas to get some feedback. Thank you so very much for your time.