Posting this move, not because I think anyone but my group can actually USE it (though I would love any feedback you…

Posting this move, not because I think anyone but my group can actually USE it (though I would love any feedback you…

Posting this move, not because I think anyone but my group can actually USE it (though I would love any feedback you have), but because I thought it was pretty clever. And, yes, I realize it’s over-powerful. But right now, this monkey also serves as our cleric’s deity, and is the target of our mage’s “will have a role in a great occurrence” bond.

Our Ranger has a pet monkey named “Chopper” (named, of course, for the dog in Stand By Me).

Of course, one possible advanced move I came with was:

Chopper, Sic Balls!

When you’re fighting an enemy that a monkey could reasonable harm/hassle: Roll + CHA + 2 (Chopper’s Cunning)

On a 10+, describe what Chopper is doing and take all 3:

– Chopper does d4 + 2 (ferocity) damage to the enemy (if he could reasonably damage it with teeth and claw)

– Chopper ‘hassles’ the enemy until you have him do something else (or the fiction demands it), granting everyone +1 to all actions against the enemy

– Chopper doesn’t get hurt

On a 7-9, describe the action, and take 1 of the above

Of course, on a 6-, things go bad. Chopper is stubborn, after all.

I also noted that “‘hurting” a pet is entirely in-fiction. Sure, there won’t be hit points, but a monkey that’s flung across the room will UNDOUBTEDLY be out of commission for a bit (possibly the rest of the encounter). And having a monkey square off against the Demon Lord of Wutang is just ASKING for a monkey tostada.

Alright Tavern-goers, I need a little help designing a move!

Alright Tavern-goers, I need a little help designing a move!

Alright Tavern-goers, I need a little help designing a move! While working on a 1-shot for a group I’m GMing this weekend I came up with the idea that some of the enemies I’d like to include will be spirits that feed off connections to the divine/spiritual realm. To this end I wrote this move:

when you use spiritual/divine magic in the presence of a maddened spirit roll-wis. On a 10+ you get a strange feeling but are otherwise unaffected. On a 7-9 the spirit drives you closer to the brink, lower your wisdom by 1 (cumulative) until you are able to reestablish a safe connection to the spirits/gods. At 0 wisdom you are driven beyond

rationality as the spirits’ feral desire takes over your body, take your last breath.

Reading through the move a few times however I’ve come to 2 conclusions. 1. the move seems EXTREMELY difficult to succeed at, since modifiers are reversed (rolling minus a stat). 2. Because of this, I’m having a hard time coming up with a “fair” 7-9 result.

My first instinct is to move the 10+ result down to 7-9 and add a positive effect to the 10+ (maybe something like +1 forward acting against the spirit) and move the 7-9 “madness” effect to happen ona 6-. What do you guys think?? All opinions welcome!

An idea I was thinking about today, as I would love to lure the players in my pathfinder campaign over to dungeon…

An idea I was thinking about today, as I would love to lure the players in my pathfinder campaign over to dungeon…

An idea I was thinking about today, as I would love to lure the players in my pathfinder campaign over to dungeon world. (By converting their characters and their favorite parts of pathfinder.)

So that got my thinking about knowledge checks and spout lore.

What if every class had a list of ‘knowledge’ or ‘knacks/expertise’? Similar to the bardic lore bard move, but very much specialized.

A revised spout lore move could allow the player to tell us something about that area of expertise or knowledge if you have it. (I know many people house-rule this to allow full player input anyways.)

For example:

Fighter Bob has the knowledge: “Weapons and Arms”

Whenever he spouts lore on “Weapons and Arms”, he tells the party the information and how he knows it. Then, if it was a 10+ result, it’s fully true, on a 7-9 it’s partially true (GM tags on a ‘but….’) and on a miss you’re wrong and the GM will tell a witty story about what led you to believe false information in the past.

Thoughts?  Input? 🙂

Hi, everyone!

Hi, everyone!

Hi, everyone! My group and I are discussing the setting for my first ever DW campaign, and one thing we’ve determined is that each of the sapient races suffers under a certain curse. It developed from this whole backstory about twisted Mage-Kings, an inevitable uprising, you know the tropes.

I’ve set up some custom moves for the curses, and I’d love to hear your thoughts.

One-shot variation for Bonds that I’ve added to the Tight One-Shot Guide

One-shot variation for Bonds that I’ve added to the Tight One-Shot Guide

One-shot variation for Bonds that I’ve added to the Tight One-Shot Guide

When you make a character for a one-shot, don’t write any Bonds.

When you Aid or Interfere, roll +Bond like you normally would. If you have no Bond with them, roll +nothing. After your beneficiary makes their move, write a Bond with them inspired by the outcome of the move.

(tight one-shot guide: http://tiny.cc/tight-dw-oneshot)

Break-Up Artist

Break-Up Artist

Break-Up Artist

When you end a relationship (professional or otherwise) with someone who doesn’t want you to leave, roll +CHA. On a 10+, they are calm and understanding but they’ll gladly welcome you back if you change your mind. On a 7-9, choose 1:

–They’ll lash out at you initially, but will come around quickly afterwards and apologize.

–They act like they’re at peace right now but you know they’re not, they will be back for you later and they will be mad.

Just some quick ideas on high level DW I wanted to express, take a look if you like!

Just some quick ideas on high level DW I wanted to express, take a look if you like!

Just some quick ideas on high level DW I wanted to express, take a look if you like!

https://drive.google.com/open?id=11C4S9-P_bqp5olzOmkA08YGMNJ5BpoUvHS6bJXzmME4

I just threw this stuff together just now, but I would like some feedback on these ‘homebrewed’ basic moves.

I just threw this stuff together just now, but I would like some feedback on these ‘homebrewed’ basic moves.

I just threw this stuff together just now, but I would like some feedback on these ‘homebrewed’ basic moves. I stole some from AW, as well as used some of the work on here as inspiration. Tell me what you think 🙂

Discern Realities

When you closely study a situation or person, roll+Wis. On a 10+ ask the GM or corresponding player 3 questions from the relevant list below. On a 7 9 ask 1. Take +1 forward when acting on the answers.

Situation

• What happened here recently?

• What is about to happen?

• What should I be on the lookout for?

• What here is useful or valuable to me?

• Who’s really in control here?

• What here is not what it appears to be?

Person

• Is your character telling the truth?

• What’s your character really feeling?

• What does your character intend to do?

• What does your character wish I’d do?

• How could I get your character to __?

If the person is another player character, instead choose one of the questions and ask the player this question about the relative topic, “What do you wish to share with me?” IF they choose to answer, they must do so honestly, and as a result, they mark XP.  On a 7-9, they may choose to ask you the same questions back.

Investigate (Examine,Search, etc)

When you have a moment to look for details in your surroundings, state what you are trying to find out and ask the GM one specific question about the discernible details of the subject of your attention (and inquiry).  They will answer your question, but may also reveal an unwelcome truth about them. 

And then, of course, regular ‘Spout Lore’

Quick hack based on the amazing Straits of Anian blog:

Quick hack based on the amazing Straits of Anian blog:

Quick hack based on the amazing Straits of Anian blog:

Battle Scars

Sometimes you lose more than just your flesh and blood.

Any time you’d normally take a debility you instead choose one:

Language You can no longer speak language, nor can you read or write. You may still moan & holler unintelligibly if desired.

Civilization You can no longer use tools or weapons and must perform all actions directly, with your body.

Skill You lose a move of your choice.

Passion You become depressed and lethargic, unable to perform any significant actions not in response to a direct threat, immediate danger, or basic survival.

Humanity You becomes perceptibly but indescribably inhuman, reducing you Charisma score to 3 (Cha -3). Animals growl or otherwise act hostile in your presence, and hirelings will not follow them. Even old friends may turn against you.

Each can be marked only once. If you’d mark a debility but have none remaining, you are no longer alive. Your body may still move about, but there is no spirit in it.

Mark of Death

Nearing death always leaves you changed.

Whenever your total damage taken is greater than your Constitution score, you take a debility.

Note that this hack totally messes with the Paladin, because Bloody Aegis will be much less useful.