Hey folks!

Hey folks!

Hey folks! I’m in the process of whipping together a hexcrawl ish campaign with some friends who are nearly impossible to schedule a regular game with, so I want to run it kinda open table style. I once saw a “return to town” sort of custom move that was meant for bringing the players back to the session starting location at the end of session and figuring out some mishaps they suffer along the way but I can’t find it anymore. Anybody recall it or something like it?

I’m making a possible basic move for my soldier class. Here’s the first draft:

I’m making a possible basic move for my soldier class. Here’s the first draft:

I’m making a possible basic move for my soldier class. Here’s the first draft:

 Allegiance 

Choose a nation, organization, guild, operation, army or creed (religious/divine or otherwise) you have or would fight for. Write their name and description on the lines below as details enfold during play. If you would no longer fight alongside this group, tell the GM why and replace it with a new one when it makes sense.  If this change happened because of your character’s actions or change in disposition or moral code, mark experience and replace an old Allegiance with a new one immediately.

I am bound to ____ (group name)because _________ (explanation)

Choose two instincts for _______(group name):

*To conquer

*To uphold justice

*To maintain peace

*etc

I owe ____ …(group name) (Choose all that apply)

*My sword arm

*Fealty

*tribute

*etc

in return, they give me…(choose all that apply)

* supplies

* a home to call my own

* liberty

*etc

Thoughts? 

My custom Undertake a Perilous Journey move what do you think and what would you change ?

My custom Undertake a Perilous Journey move what do you think and what would you change ?

My custom Undertake a Perilous Journey move what do you think and what would you change ?

Undertake a Perilous Journey

When your party undertake a perilous journey, the GM asks one of more of these questions to the group (then a player chosen by the fiction Defy danger):

* How  do you evede notice from [adversary]?

* How do you pass the [obsticle] without incident?

* How do you prevent the risk of [danger]?

Adversary is any unwanted encounter with locals like “whatever hides in forest“, “The Jade shadow clan” or “the dreaded black knight”.

Obstacles is any hard to bypass barriers in the way like a “mountain range”, “raging river” or “great wall”.

Danger is something as mundane and common threat as “Starvation”, “Becoming lost”, “Disease” and “Hypothermia” to uncommon and setting specific threats like “Mutation“ or “Insanity”.

Shut your mouth when you’re talking to me!

Shut your mouth when you’re talking to me!

Shut your mouth when you’re talking to me!

When you listen to the lunatic’s/drunk’s/possessed child/dying man’s ravings, roll +INT. On a 10+ You can figure out the clues in the madness! Pick two, on a 7-9 pick one:

-You learn where something is

-You learn what something is

-You realize something was right under your nose

-You have a suspicion confirmed

Move I am working on, thoughts?

Does anybody remember a custom move that allowed for world creation in-session using the players?

Does anybody remember a custom move that allowed for world creation in-session using the players?

Does anybody remember a custom move that allowed for world creation in-session using the players? I’m also looking for the ‘take watch’  custom move discussion we had late last night.

Or, does anybody know  how to look at the history of your posts through the filter of specific groups? Or even look at your comment or post history on google+? thanks 🙂

Hi, I just posted this on reddit, but I’ve been told this is the best place to get suggestions!

Hi, I just posted this on reddit, but I’ve been told this is the best place to get suggestions!

Hi, I just posted this on reddit, but I’ve been told this is the best place to get suggestions! I built a monk class (by combining two sources I found online ) for my sessions I plan to run because I love martial arts type stuff, and although I really like how the class is turning out, I’m concerned it might be too strong in areas, since I know I tend towards min/maxing in most games I play.  

Specifically, I’m concerned the meditate move may be too strong at higher levels (cap at 5 prep, 6 for humans maybe?) and the spell moves at the very end of the doc which may also require a level cap so they can’t cast lv 9 wizard/cleric spells better than the actual cleric and wizard… I’m unsure though.  

I’ve also been trying to think of a more narrative-based starting move to fit the theme, but nothing I’ve found or thought up satisfies me right now.  So I’d love suggestions!!  

(Also I put this under custom moves, since that is where I’d like the help – if that’s wrong let me know and I can change it)

Here’s the doc: https://docs.google.com/document/d/1-7CRbIBHJ-CgXax6YZ9b340yAywAzVgGvVphx_ceMf8/edit?usp=sharing

Here are the two sources I used (read: shamelessly copied and modified content):

http://www.story-games.com/forums/discussion/18072/dungeon-world-i-made-a-class-the-monk https://www.reddit.com/r/DungeonWorld/comments/2wzgzk/critique_my_monk_playbook_work_in_progress/

Hi, guys.

Hi, guys.

Hi, guys.

I’m a first time GM about to run a Dungeon World campaign, and I’d like to get some feedback on my custom moves. In the fiction, hundreds of strange devices were constructed using powerful cursed blood. This leads them to be magical artifacts of great power at great cost. Hopefully I’ve got the risk/reward mechanics down to reinforce that idea. Obviously, these artifacts will have to be suitably powerful to offset the negatives.

Cursed Artifact:

If the player interacts with or stares at a cursed artifact, roll +Wis

On a 10+, you resist being cursed and discern the Artifact’s purpose

On a 7-9, choose one;

You resist being cursed

You discern the Artifact’s purpose

On a -6, you are cursed

Here are some example curses;

Night Terrors

Your natural sleep is pervaded by horrors, roll +Con

On a 10+, you resist the terrors and sleep soundly

On a 7-9, choose one;

You sleep soundly at a cost

Your sleep is half as effective (heal 25% of max hp instead of 50%)

On a -6, you don’t sleep at all

Sadist

One per day, you feel the need to inflict pain, roll +Wis

On a 10+, you resist the urge

On a 7-9, choose one;

You resist at a cost

You hurt yourself.

On a -6, you hurt the closest person, friend or foe

Here is an example artifact;

Sharpened Collar Bone

Hold your palm flat and whisper…

Once per day, you can ask the bone a question and it will point you in the direction of one existing answer.

Any feedback is greatly appreciated.

Cheers

Feedback or better alternatives sought for this custom move, which aims to expand upon the Hireling core rules (and…

Feedback or better alternatives sought for this custom move, which aims to expand upon the Hireling core rules (and…

Feedback or better alternatives sought for this custom move, which aims to expand upon the Hireling core rules (and also the ‘Order Follower’ or ‘Do Their Thing’ moves from the Perilous Wilds supplement).

Command a team or force

When you command a suitably skilled and equipped force or team to undertake a task, roll with modifiers:

-1 Difficult or unusual task for a group with these skills and training

+1 Notably easy task for a group with these skills and training

-1 Makeshift equipment or supplies

-1 / -2 Insufficient or inappropriate size or strength

(Note: for combat actions ‘sufficient force’ is usually at least twice the strength of the opposing force, after defensive arrangements have been taken into account. )

-1 Adverse conditions

-1 Insufficient or incorrect intelligence (gained either beforehand or during)

• Maximum of one character achieving a successful Parley result may provide +1. (Employment, military or other organisational rank counts as leverage.)

• Maximum of one Bolster move applies (+1 for a week of preparation, +3 for a month).

• PCs may Aid, max +1 per PC, and can use a suitable ability instead of +bonds, or +loyalty if Followers are being commanded (but usually this would mean the action should be covered in the normal course of play instead of using this move).

Roll:

10+: achieve a reasonably expected result with reasonable loss of strength and supplies.

(Note: for combat actions ‘reasonable loss’ is usually around half the strength of the opposing force, after defensive arrangements have been taken into account.)

7-9: You achieve at least partial success with reasonable losses and the GM chooses one or more, or offers a choice between one or more:

• No report, no return

• Takes time

• Severe losses or injuries

• Resources or equipment used up

• Instructions followed incorrectly

• Decrease in loyalty, mutiny and/or extra payment demanded

6-: Mark XP. You do not get the result you want and the GM makes a move that may include those above.

a kind move for a cleric

a kind move for a cleric

a kind move for a cleric

When you call a divine seal of healing on an enemy, roll+WIS

On a 7-9 the next ally that damages that enemy in melee heals 1d6 damage.

On a 10+ any ally that damages that enemy in melee heals 1d6 damage until you remove the mark.

Alternatively that makes a great ongoing cleric spell. That might be better actually. 

Hi guys.

Hi guys.

Hi guys. I’ve been doing a lot of dungeon world development recently. One of my projects I just started on is a whimsical Kender class, my design goal is to make it mischievous and fun for the player, but not too aggravating for his companions. In other words, a comic relief character who always has some stolen item in his pack to take care of the job. Here’s my first draft for his pack starting move:

EDIT: 

Pack of Knick-Knacks

You have a pack of ‘Knick-Knacks’ you have acquired and filled as a result of your kleptomaniac tendencies. When you go to take an item from you pack of knick-knacks right after replenishing its contents, take hold equal to the remaining weight between your current encumbrance and your maximum load. When you take an item from this pack, you and the other players roll a d6 for each companion you traveled with last. The highest number (after tiebreaker rolls) is who the stolen item is from. The player who controls that character chooses 3 items you could have stolen and you choose one of them to pull from your pack, spending as many hold as its weight. Players may also choose to give you uses of adventuring gear and other similar items or even your rations. You can regain all your hold only after you have had 2 weeks of traveling with companions or you visit a busy city for at least a day.

A little convoluted, so here’s my revised version.

Pack of Knick-Knacks

You have a pack of ‘Knick-Knacks’ you have acquired and filled as a result of your kleptomaniac tendencies. When you go to take an item from you pack of knick-knacks right after replenishing its contents, take hold equal to the remaining weight between your current encumbrance and your maximum load. When you take an item from this pack, roll a d6, asigning  each companion you traveled with last to a number. Then number (after tiebreaker rolls) closest to the die’s result is who the stolen item is from. The player who controls that character chooses 3 items you could have stolen and you choose one of them to pull from your pack, spending as many hold as its weight by doing so. Players may also choose to give you uses of adventuring gear and other similar items or even your rations(all your rations count as one item, each use counts as 1 item also). You can regain all your hold only after you have had 2 weeks of traveling with companions or you visit a busy city for at least a day.

That’s the main part of the class.My other moves have to do with acting innocent, defying fear with curiosity, stealing non-maliciously when people’s backs are turned, and resisting your kleptomaniac urges at times when you value your survival more than your plunder.

Anyways, I’d love to get some feedback on this. Hope to hear from you soon 🙂