Working on another project I found this amidst my notes:

Working on another project I found this amidst my notes:

Working on another project I found this amidst my notes:

Witcher’s Brew

When you take time (a few hours) to concoct a strange elixir name a monster and pick 1 effect:

• Consuming the elixir forces you into a coma from which you won’t wake for several hours.

• The elixir wracks your body with pain as it works on your system. Take 1D8 damage.

• The elixir’s effects will last for less than an hour, rather than a few hours. 

Then roll + CON. On a 10+ hold 3. On a 7-9 hold 2. On a 6- hold 1, but the GM chooses an additional effect from the above options. While the elixir is in your system you may spend your hold to to negate the effects of the chosen monster’s abilities on yourself. You can resist a vampire’s mind control, match a werewolf’s agility, stop a gorgon from turning you to stone, etc.

Here’s an idea for magic that’s somewhere between the Mage playbook and the wizard’s Ritual move.  I was fiddling…

Here’s an idea for magic that’s somewhere between the Mage playbook and the wizard’s Ritual move.  I was fiddling…

Here’s an idea for magic that’s somewhere between the Mage playbook and the wizard’s Ritual move.  I was fiddling with it for a while, but it doesn’t fit the larger project I’m actually working on.  Presenting it here in case anyone wants to do something more with it.

I think you could make a pretty compelling spellcaster playbook based around this.  Background/racial moves could dictate your beginning domains?  Or just flavor them?  Other moves could let you always incorporate X as an element to add/remove a tag.  Or other moves could just give you more spontaneous magic type powers (like spirit walking, suggestion, etc.). 

https://docs.google.com/document/d/1g_VUfKTHiC6f-OnnlYUAQinCOur_m7naoIcLZFe3VLc/edit?usp=sharing

Hello guys, I was wondering if anyone had any sweet traps to share.

Hello guys, I was wondering if anyone had any sweet traps to share.

Hello guys, I was wondering if anyone had any sweet traps to share.

I’ve been brainstorming about traps and trap moves, but I feel like it would be nice to have a list with a few examples to spark my imagination. Thank you!

When you make a showy, dramatic entrance to the Colosseum, roll 2d+Cha.

When you make a showy, dramatic entrance to the Colosseum, roll 2d+Cha.

When you make a showy, dramatic entrance to the Colosseum, roll 2d+Cha. On hit, you pick one party from the list you’ve won the favor of. On a 7-9, also pick a party you’ve gained the ire of.

•The emperor

•Most of the audience

•A fellow combatant

EDIT: Changed the last choice to something less silly.

I’m running Dungeon World tomorrow for the second time – my first time was last week, and we’re continuing the story.

I’m running Dungeon World tomorrow for the second time – my first time was last week, and we’re continuing the story.

I’m running Dungeon World tomorrow for the second time – my first time was last week, and we’re continuing the story. I’m VERY excited! I’ve played Apocalypse World, Monsterhearts, and Monster of the Week, and this has been my first foray into DW. The world building is an absolute blast, and the fluidity with which details come in is awesome. In character conversations, as well as conversations about the player’s characters, brought about such facts as: magical talent is passed along through blood; there’s a Fire mage who, when he was younger, “couldn’t not make fire” before he perfected his ability; and there’s a band of orcs near the town that are taking in slaves (this is becoming an important Front).

I thought I would pass along a picture of an NPC the characters befriended in the first session. I hadn’t read up on Hirelings and forgot how to run them, so initially he was just kind of off fighting other enemies during battles to keep him occupied. Now I’ve made him into a “Hireling” and given him a custom move to keep him unique. 

Meet Throllok, Orc of the Hills of Gontha, former Slave Trader, and Wolfbane (this Orc tribe’s name for Berserker). So he’s a Warrior 2, Protector 1, Loyalty 2 (the players did a good job befriending him and dazzling him), and he has a custom move for his Wolfbane bit. He can deal 1d6+Warrior damage to an enemy as he goes into a rage. He can only do this once before having to rest.

Like I said, I am pretty new, so I don’t have all of the fine-tuning down yet, but I’m enjoying this a lot! I’ve made a few custom moves for the area as well. Yay!

Dirk Detweiler Leichty David Morris Alexander Glenn Gerame L Nicholas Vavrosky (my players. Well, mostly – Nick and Gerame haven’t had a chance to join us yet)

In a couple of weeks, Romeo, my bard, will almost certainly level up.

In a couple of weeks, Romeo, my bard, will almost certainly level up.

In a couple of weeks, Romeo, my bard, will almost certainly level up. Romeo has become the paladin’s squire (sort of). We’re looking for a good squire move for a bard. Thoughts? Suggestions? Thanks!

Here’s an idea I had for a custom move to facilitate chases.

Here’s an idea I had for a custom move to facilitate chases.

Here’s an idea I had for a custom move to facilitate chases.

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New range tag: Away (Beyond shouting distance).

Distance by range:

1: Hand (Captive), 2 : Close, 3: Reach, 4: Near, 5: Far, 6: Away (Escaped).

A chase begins between 2 and 5 and ends at either 1 or 6.

When you are party to a chase, Roll+Dex in a complex area or +Con in an open area:

If you are fleeing:

* On a 10, gain +1 Distance. 

* On a 7-9, no change, but an obstacle or complication must be overcome to continue fleeing (A 10 against this obstacle grants +2 Distance as you navigate it more swiftly than your pursuers. A 7-9 grants +1 Distance if something you value is lost or broken as you flee. A 6 inflicts -2 Distance).

* On a 6, take -1 Distance.

If you are pursuing, the reverse:

* On a 10, take -1 Distance. 

* On a 7-9, no change, but an obstacle or complication must be overcome to continue pursuit (A 10 against this obstacle grants -2 Distance as you navigate it more swiftly than your quarry, or a 7-9 grants -1 Distance if something you value is lost or broken as you pursue. A 6 inflicts +2 Distance).

* On a 6, gain +1 Distance.

When you use defiling while spellcasting, treat the roll as if you rolled a 12

When you use defiling while spellcasting, treat the roll as if you rolled a 12

When you use defiling while spellcasting, treat the roll as if you rolled a 12 

Defiling drains the nature all around you according to the level of the spell. It also does damage to everyone nearby with every level increasing the range of this. (not 100% sure about the numbers yet)

When you cast a spell while preserving (is that what it was called in Dark Sun?) roll Cast a Spell normally. 

On a 7-9 you may also choose to defile. 

That is how it works right? Maybe add some countdown thing for the addiction/decay thing of defiling (is there such a thing?). 

I am working on a handful of custom moves and need some ideas and / or inspiration.

I am working on a handful of custom moves and need some ideas and / or inspiration.

I am working on a handful of custom moves and need some ideas and / or inspiration. I would love to hear any if you have them…

I am looking to finish this move (I am picturing something that would be in a cheesy action movie):

Conserve Energy: You know how to conserve your strength for when you really need it. When you consume a ration after a full nights rest, hold 1. You may spend your hold 1 for 1 to do any of the following:

 – Perform an amazing feat of athletics

 –   –

Besides that, I am looking for moves based around survival, history, and mechanics (my players are looking to play a survivalist, a historian, and a grease monkey for a custom campaign). Any cool thoughts or ideas?