If I wanted to split Hack and Slash into a purely active move, and then have attacks against the player be made as a…

If I wanted to split Hack and Slash into a purely active move, and then have attacks against the player be made as a…

If I wanted to split Hack and Slash into a purely active move, and then have attacks against the player be made as a Defy Danger move, what would the 7-9 options look like, if the monster attacking wasn’t an option?

https://www.reddit.com/r/Shadowrun/comments/3chlun/dw_hack_running_in_new_orleans_patch_6_mercenary/

https://www.reddit.com/r/Shadowrun/comments/3chlun/dw_hack_running_in_new_orleans_patch_6_mercenary/

https://www.reddit.com/r/Shadowrun/comments/3chlun/dw_hack_running_in_new_orleans_patch_6_mercenary/

Looking for feedback, as always 🙂

https://www.reddit.com/r/Shadowrun/comments/3chlun/dw_hack_running_in_new_orleans_patch_6_mercenary

Hi, I’m new. I was directed here from the reddits.

Hi, I’m new. I was directed here from the reddits.

Hi, I’m new. I was directed here from the reddits.

I am looking for feedback for a custom hack that I am writing to play with a few coworkers who are very new to roleplaying games.

I am currently calling the hack Gotham World. Essentially I’m looking to make a vaguely “realistic” Superhero setting, akin to Watchmen or certain iterations of Batman. In order to not use any kind of magic, it’s somewhat Steampunk in nature, but hopefully in an interesting and not gross way. Of course I’ve left the setting itself rather vague, in typical DW style, but a few of the moves reference technology levels in a way that is possibly avoidable.

Rules – https://docs.google.com/document/d/1Zq0xdHj6u9UtHHGOQnbpUmNwOgbUEsExzsBe2m8i7bE/edit?usp=sharing

Classes – https://docs.google.com/document/d/1yNReaHh53qTKzeyALOOjhLV1414uUYz8ZrjnZ2QOc5M/edit?usp=sharing

TLDR on rule changes:

– Simplified attributes to not have both a number and a modifier.

– Created “Advanced Moves” that anyone can take, essentially extracting common “Cross-Class” moves to a global list.

– Replaced Alignment with Drive.

– Changed and possibly bollocked up HP / Damage.

– Removed Bonds, but I may end up putting them back in.

Anyway, yes, I’d love some feedback! Either on the documents themselves or here would be totally fine. I will admit that I haven’t done any playtesting yet. Once I get these things more “finalized”, I’ll be making actual PDF playbooks and sharing them happily.

tldr; need to design a custom move for fishing

tldr; need to design a custom move for fishing

tldr; need to design a custom move for fishing

I’ve started GMing a campaign for friends of mine that I’ve played other rpgs with in the past and I know from those games that they love fishing. I don’t blame them; I know when I played World of Warcraft I spent a lot of time fishing too because it allows you to linger in the world and in the character without the pressure of “doing”. When we’ve played D&D, the DM allowed this to turn into people rolling for fishing until patience ran out, the end result being a few fish for dinner around the campfire. Dungeon World doesn’t naturally incentivize fishing because it doesn’t provide an action for it. They say they fish, I say they successfully catch something, and we all move on.

I’d like to surprise them by making fishing more fun. Does anyone have ideas for a custom move? I’m thinking of something along the lines of “When you’ve fished for a period of time…” with 10+ being the finding of a magical item in a fish, 7-9 being some kind of selection of rewards and dangers, and 6 being… I don’t know what yet. I need to make it so that there’s enough risk involved that players don’t fish from now into infinity and end up with so many items that each becomes less unique and valuable.

Ideas?

I’m looking at a move I’m creating for a paladin in one my campaigns who was brought back from a brush with death…

I’m looking at a move I’m creating for a paladin in one my campaigns who was brought back from a brush with death…

I’m looking at a move I’m creating for a paladin in one my campaigns who was brought back from a brush with death through his deity Malrack. This is my current, and most revised, format for the move. Please give me some feedback on it, as I want to make it a cool part of his character without blowing up the game too much. Thanks 🙂

‘When you call on Malrack’s power to aid you in one specific way, roll+CHA. On a 10+, he shows forth a mighty miracle through you to accomplish your desire. On a 7-9, the miracle also has negative consequences for you and your surroundings. On a miss, Malrack’s wrath is kindled against you… remember, he is the God of Vengeance as well as Justice.’ 

I’m going for the whole Risk vs Reward of many of the dungeon world moves, in which it can have great benefits but you’ll think twice before using it all the time.  

Hello all

Hello all

Hello all,

  My friend and I are hacking DW to suit our particular needs by drawing elements from AW and adapting existing ones from DW. This is the beginning of a homebrew version that I’ve started thinking of as Advanced DungeonWorld (as an homage to D&D not to suggest it’s much more complicated). I hoped to tap into the collective experience of the Tavern Hive Mind to get feedback. 

The place we’re starting is in PC conflict. I’ve been reading through threads and discussion groups on how to handle PvP and I’ve seen two major themes arise:

1. The PC who acts first get’s an advantage.

2. Resolving two, sometimes identical, PC moves can be messy.

To address these, he and I have come up with two additional basic moves; Awareness and PC Conflict.

Awareness:

When your spine tingles and the hairs raise on the back of your neck roll+0. On a 10+, you avoid the potential threat and place yourself in an advantageous position to respond, on a 7-9 you avoid it but gain no advantage.

This is our way of resurrecting the “Perception roll”, something we felt was required for PC Conflict. Because of the player-triggered design of DW (and AW), we needed something in place that mitigated the player knowledge/character knowledge divide in a narrativistic way. This move would be triggered if the player asks if their character notices what’s going on. We intentionally put 0 as the modifier so that the move didn’t favour any one stat. This allows PCs to sneak up or connive against each other, and the MC to throw unknown things at the characters, while still keeping everything open and described at the table.

PC Conflict:

When you’re responding to an unwanted action by a PC, describe how you’re doing it. If you’re…

– overpowering them with physical might, roll+STR+Hx 

– relying on speed or agility to avoid the outcome, roll+DEX+Hx

– trusting your mettle to see you through, roll+CON+Hx

– devising a cunning solution, roll+INT+Hx 

– letting your strength of will shield you, roll+WIS+Hx

– using social manipulation to dissuade them, roll+CHA+Hx

On a 7-9, you avoid their action. On a 10+, also describe your response.

PC Conflict is clearly an adaption of the Defy Danger move but takes into account the PCs’ relationships (through Hx). We designed it to avoid having to roll Aid/Interfere each time and the cycles that can come from resolving/cancelling when two moves clash. The idea is that the PC who is starting a conflict doesn’t get a move, they simply describe what they’re doing. They target of the narrative action can be unaware of it (thus, the Awareness move) and it just happens, can say they are doing nothing and it just happens, or can describe what they do in response and trigger the PC Conflict move. This will be the start of a series of PC Conflict moves until someone gets the upper hand (the other PC misses) or someone calls quits to the conflict. We imagine this as a contest of one-upping the other PC(s) until someone comes out on top, similar to the duel between Merlin and Mad Madam Mim (https://www.youtube.com/watch?v=-LwnAMu4QyM). The 7-9 range simply lets the responding player avoid the result, but then the other PC gets to act again. 10+ lets you turn the tables and change the flow of the conflict. 6- is a miss and the action goes through.

Thoughts?

Should you roll dice to determine if something a player says about the world is true?

Should you roll dice to determine if something a player says about the world is true?

Should you roll dice to determine if something a player says about the world is true?

Rolling dice to determine if something a player says about the world is true has come up a few times lately in different guises.

On the face of it, this seems like a good idea: character players get to contribute details about the world and the dice roll messes with those ideas to make the game (hopefully) more interesting.

However, there’s a darker or, more accurately, duller side to this: the move may not be available to all characters and the dice roll slaps down a random selection of the ideas contributed to the game.

This isn’t a problem in games where the players’ contributions are entirely focused on their characters, and introducing ideas about the world is a privilege normally restricted exclusively to the GM. 

But what about games where the character players contribute, not just to the character play, but to the wider world and adventure building as well?

– If a character doesn’t have the requisite move, does that mean their player can’t contribute ideas to the world?

– If their character has a low value in the requisite attribute, what effect is the high rejection rate for their ideas going to have on their willingness to contribute to this aspect of the game.

And, what about the ideas so good that arbitrarily killing them would be a waste? Or, so bad that they will undermine the character of that particular game if they become cannon? (Yes, I know you can always find a way to weave anything credibly into a game.  But why do it the hard way, when that effort could be spent running with things that are a much better fit for that game.)

Technically, DW is written with a clear division between the GM, who runs the world, and the other players, who run their characters. 

However, games where the players are encouraged to contribute to fleshing out the world are, in my experience, much richer and more enjoyable than those where they aren’t.

Which leaves me with the view that moves that restrict who can contribute details to the world or enforce an arbitrary failure rate on contributed ideas are not good for the game.  But that’s just me.

What do you think?

Brisbane and Morley

Brisbane and Morley

Brisbane and Morley

Two city guards with a knack for showing up at the wrong time, but every once in awhile these bufoons can be a goldmine.

When you are confronted by Brisbane and Morley, tell them what the meaning of all this is and roll +CHA. On a 10+ they are easily fooled and reveal a piece of useful information. On a 7 -9 pick one:

Their stupidity wastes your time.

Their stupidity costs you money.

Their stupidity smears your good name.

On a 6 or less, you’re going down town!

What do you guys think of my custom move for arm-wrestling?

What do you guys think of my custom move for arm-wrestling?

What do you guys think of my custom move for arm-wrestling? I created it for the demo adventure I’m running for my RPG Beasties & Bygones (http://bit.ly/BnBRPG) I’m also working on a thumb-wrestling move.

Arm Wrestle: When you accept this arm wrestling challenge take 3 Hold. Roll+Str *On a 10+, You slam his arm down and win right away. *On a 7-9, What happens depends on how much Hold you have:

3 Hold: Impressive, his arm is 1/3rd down. -1 Hold. Roll again.

2 Hold: So close…His arm is 2/3rd the way down. -1 Hold. Roll again. 

1 Hold: After an epic struggle, you recover your strength & win.

*On a Miss, or if your Hold is 0, you instantly lose as he slams your hand down.

Looking for some help in fleshing out a custom move.

Looking for some help in fleshing out a custom move.

Looking for some help in fleshing out a custom move.

my players have shown interest in taking DWs approach to ammo and applying it to wealth management.

No one wants to have to catalogue every last coin in there posession or what each persons daily living expenses might be, so we are trying to come up with a abstract means of hashing it out.

Something along the lines of . . .

When you enjoy an extended stay in a steading, and live life high on the hog thanks to your spoils, at the end of one week (?), roll+? (Maybe charisma?)

On a 10+, you live like a king and still manage to maintain your personal stash.

On a 7-9, you live like a king but you have to dip into to your personal stash. Reduce your spoils by 1.

In the above example “spoils” are like units of accumulated wealth. As long as you have at least one, you e got enough to go on living.

At any rate, what I have so far seems clunky and needs some work. Any suggestions would be welcome.