Okay, so I’m about to run a Dungeon World game, and I’ve been busy blending Dungeon World Unlimited (which makes…

Okay, so I’m about to run a Dungeon World game, and I’ve been busy blending Dungeon World Unlimited (which makes…

Okay, so I’m about to run a Dungeon World game, and I’ve been busy blending Dungeon World Unlimited (which makes some very nice changes) and core Dungeon World into playbooks.

So far my prospective players have chosen the Rogue and the Fighter. The Rogue was easy to do, but the Fighter took a lot of work. Would folks be willing to look over my compiled (and somewhat improvised) playbooks and make sure I haven’t utterly broken anything? Especially the Fighter?

Thanks in advance!

https://www.dropbox.com/s/4yqinskrd6b7o3h/Rogue%20sheet.pdf?dl=0

https://www.dropbox.com/s/a2bsr46e0cm0w24/Fighter%20sheet.pdf?dl=0

https://www.dropbox.com/s/4yqinskrd6b7o3h/Rogue%20sheet.pdf?dl=0

An idea for a move for a hypothetical “Ooze” playbook.

An idea for a move for a hypothetical “Ooze” playbook.

An idea for a move for a hypothetical “Ooze” playbook.

Gelatinous Form

When you use you’re gelatinous form to slink past an obstacle or attack, roll 2d+Dex.

On a 10+, you slosh through it unscathed.

On a 7-9, a Glob flies off you. Take 4 damage.

When you reabsorb a Glob back into you, heal 4 damage.

I’m GM-ing Dungeon World for the first time (we’re playing on RoleGate with some of the characters that survived a…

I’m GM-ing Dungeon World for the first time (we’re playing on RoleGate with some of the characters that survived a…

I’m GM-ing Dungeon World for the first time (we’re playing on RoleGate with some of the characters that survived a Funnel World adventure) and I came up with an interesting Druid animal-shape move I wanted to share and hear feedback about (whether someone’s already done this before better than me, or you’ve tried it and there’s something I’m missing).

The assumption here is that the Druid is not able to speak in her animal shape (except if the animal she takes the shape of can speak in this world). Therefore I suggest that the Druid can use one hold to speak with her human voice in any of the shapes she takes, making this the first permanent animal-shape move that I’ve seen in DW.

Do I curtail this move to a few lines (Enemy is coming! Head for the trees!), or just let them speak throughout? I guess it will never come up when there’s only one hold left, but right now my Druid has two holds left, so it could come in handy.

I’ve often been frustrated with how damage works in Dungeon World (and D&D/OSR systems as well).

I’ve often been frustrated with how damage works in Dungeon World (and D&D/OSR systems as well).

I’ve often been frustrated with how damage works in Dungeon World (and D&D/OSR systems as well). The mechanic of rolling for success, then rolling separately for damage has never sat right with me. For example, a 12+ roll resulting in just 1 or 2 damage, presenting a mixed metaphor (as well as a let down for the player). I know you can make it work in the fiction; I usually describe the PC knocking the opponent out, or something. Nevertheless, I was interested in seeing how this mechanic, ripped right out of Vagabonds of Dyfed by Ben Dutter, might work in my favorite fantasy RPG.

I’m aware that folks like the way damage rolling works in DW; I’m not super keen on rehashing this argument for the millionth time. What I’d really love is some feedback on the mechanic itself, and whether it’s useful, fair to monsters & PCs, etc.

Thanks for your time & feedback, folks!

Still exploring ways to make a better UAPJ move that is open-endend, not tied to specific roles and straightforward…

Still exploring ways to make a better UAPJ move that is open-endend, not tied to specific roles and straightforward…

Still exploring ways to make a better UAPJ move that is open-endend, not tied to specific roles and straightforward enough.

UNDERTAKE A PERILOUS JOURNEY

When you travel through dangerous territory, the GM will paint the scene, each PC says how he overcomes the challenges or otherwise helps reach the destination then roll+STAT.

On a 12+, your efforts help one of the party member. He gains +1 Forward.

On a 10+, you pull your weight.

On a 7-9, Choose 1.

On a 6-, Choose 1 and the GM also choose 1.

■ Take damage, ask the GM which dice to roll.

■ Take a debility and describe how you got it.

■ Lose something important (ammo, spell, follower, weapon, etc)

■ You stirred up trouble on the way; it’s on your tail or it’ll get you on your way back.

It seems really close to Jeremy Strandberg Struggle as One.

As a GM would you prefer to be able to make a move as you see fit better than choosing in a list?

Would you add other choices to that list?

Has anyone out there done any work statting up hazards or traps as if they were monsters?

Has anyone out there done any work statting up hazards or traps as if they were monsters?

Has anyone out there done any work statting up hazards or traps as if they were monsters?

For example:

Flash Flood

natural, terrain

Instinct: to flow

● Soak someone or something

● Drag something or someone away

● Block a path

or

Crude Spiked Pit Trap

constructed, concealed, static

Sharpened stakes: 2d6 damage (messy)

Instinct: to lie in wait

● Give out underfoot

● Impale someone

● Betray signs of its presence

I’m not really sure it’s worth it, but I’d love to see other, similar stuff that’s been done before.

I’ve officially pulled the trigger in #Stonetop: no more +1/-1 forward/ongoing.

I’ve officially pulled the trigger in #Stonetop: no more +1/-1 forward/ongoing.

I’ve officially pulled the trigger in #Stonetop: no more +1/-1 forward/ongoing. Instead, advantage and disadvantage!

Here’s a look at what the basic, special, etc. moves look like for Stonetop now, including ‘vantage.

Other things of note if you if you haven’t seen these before:

1) Split Aid and Interfere into two different moves

2) Aid-before-the-roll is just advantage (with exposure). Aid-after-the-roll is a retroactive +1 but the GM tells you the cost

3) Parley is completely rewritten from core DW. It’s as much an info-gathering move as it is a “convince them” move. Parley now also works against PCs.

4) Travel is kind of a big deal in Stonetop, so Undertake a Perilous Journey is replaced with a set of moves that help plot out the journey as an adventure in itself.

Let me know if you have questions or input!

https://www.dropbox.com/s/532xbmvvjrmp1a2/Moves%20%26%20Gear.pdf?dl=0

A player wants luck similar to Liquid Luck (Red Dwarf) or Domino (Deadpool 2)

A player wants luck similar to Liquid Luck (Red Dwarf) or Domino (Deadpool 2)

A player wants luck similar to Liquid Luck (Red Dwarf) or Domino (Deadpool 2)

I’m thinking something similar to how supplies or books of lore are handled in Dungeon World. 5 uses (until replenished back on the TARDIS). Either to fictionally solve a problem (to be described by the player), to coincidentally have a useful item,  or to get a +1 to a roll. With the option that you can spend more than one at a time (so up to a +5 that you need to really recover after) 

Pacing The Labyrinth move

Pacing The Labyrinth move

Pacing The Labyrinth move

How much does the amount of hold to reach the end affect pacing and time?

My players are headed into the volcanic dwarven stronghold of Ang Khazem, in pursuit of the mad linguist-sorcerer Galdur. We decided collectively to use Jason Cordova ‘s Labyrinth move for this. How many hold is a good number to pace this out to maybe two sessions? Our sessions run maybe three hours, and we seldom have more than three scenes per session. They also want to find some dwarven warmachines and the fabled necklace Brisingamen, so they’ll probably spend some hold on that.