The Best Friend Forever Non-Player Character System.

The Best Friend Forever Non-Player Character System.

The Best Friend Forever Non-Player Character System.

AKA the BFF NPCs

AKA Surviving in a one-on-one RPG

I posted this a while ago and said I wanted to make it into a proper rules supplement. I’ve made it now, and although I’m not sure about “proper” I’d like to get everyone’s feedback on it.

Let me know if you think it works, if you like what I’m saying, and if there’s anything you think I should change =)

Thanks!

https://www.dropbox.com/s/4vb0xdecx7vnp8g/BFF%20NPC%20Rules_Edited%20Layout%20V1.pdf?dl=0

https://www.dropbox.com/s/4vb0xdecx7vnp8g/BFF%20NPC%20Rules_Edited%20Layout%20V1.pdf?dl=0

When you use all your might to stop the walls from closing in…roll+STR

When you use all your might to stop the walls from closing in…roll+STR

When you use all your might to stop the walls from closing in…roll+STR

On a 10+ It takes all you’ve got to make them grind to a stop…

On a 7-9 It takes all you’ve got to slow them down…

Was thinking of a move for the classic wall crushing trap.

 A fighter would use bend bars/lift gates, but not every party has a fighter.

Hey DW People.

Hey DW People.

Hey DW People. I want to talk about 2 player games. (meaning one GM and one player). Hopefully we can have a discussion about the potential pitfalls of one-on-one DW =)

A recent conversation has (at least for me) gone on a bit of a tangent, so I thought I’d share that tangent separately for discussion.

DW is meant to be played with larger groups of about 4 players and one GM. It’s structured to have an interplay between those players and each of their weaknesses can be buttressed by the others strengths (ideally).

So when you play with just one player and one GM you really have to watch what you do. The player is alone and has no other moves to help her. There’s no one to “aid or interfere” her, and hirelings are only so helpful as written in the rules.

So to help out with this, I’ve overcome these problems by adding a BFF system in a previous game. As me player explored the world she met characters that were obviously important to her, so I made these NPCs into buffed up hirelings. They each had GM moves associated with them, like a monster, and they each had an actual, mechanical move that the player could leverage. Each time she embarked on an adventure she could bring 2 BFFs with her to help her along.

The BFF GM moves were triggered when she rolled a 10+ while in a sticky situation. Sort of like a reverse-hard move. So when she succeeded her whole little party succeeded.

I’ve linked the document I created for that adventure. And I’d love to hear what everyone thinks about this mechanic, how it might be improved, and also what other people’s experiences have been like when running one-on-one games.

https://www.dropbox.com/s/xuuj599j8wzimkt/BFF%20NPCs.pdf?dl=0

https://www.dropbox.com/s/xuuj599j8wzimkt/BFF%20NPCs.pdf?dl=0

My game will soon feature a great throng of zombies shambling their way right towards the player characters; rather…

My game will soon feature a great throng of zombies shambling their way right towards the player characters; rather…

My game will soon feature a great throng of zombies shambling their way right towards the player characters; rather than spend several sessions making hack and slash rolls, I spewed out these custom moves. I’d love your feedback; are these fun? Are they dangerous enough?

When you fight the zombie horde, roll 2d6+STR

10+ choose 2

7-9 choose 1

You avoid being caught by the zombies

You land a meaningful hit, roll damage against a zombie.

You maintain your position in the face of the zombie horde

You help another person escape the zombies

When you’re caught by zombies, roll 2d6+STR

10+ You escape their grasp

7-9 You aren’t mauled or eviscerated, but they worsen your position – pin you down, take a weapon away, etc.

6- The undead horde tears you to shreds and feasts upon your bits

Idea for a paladin advanced move inspired by 40k. Feedback appreciated.

Idea for a paladin advanced move inspired by 40k. Feedback appreciated.

Idea for a paladin advanced move inspired by 40k. Feedback appreciated. 

Iron Halo 

When you wade into battle, trusting in the power of your God to protect you from harm, roll +CHA. 

✴On a 10+: Projectiles curve and distort their path around you, narrowly missing on every shot. 

✴On a 7-9: As a 10+, but only for the very next attack. 

Hi DW people =)

Hi DW people =)

Hi DW people =)

I’m running a game for my wife right now, and I am trying to create a custom move-set for her spellcasting.

As far as the fiction goes, this is a world where magic is just being re-discovered after a long Dark-Age. So since a lot of the spells have been lost, wizards are trying to re-discover the magic. So on top of the standard Wizard move-Cast a Spell, I’ve added two more moves that she can do. The first one is based on the Mage’s Cast a Spell.

I’d love to know what you think, and know how you might improve these moves.

Thanks!

Improvise a Spell (INT)

When you weave a spell to help solve a problem, describe it and roll +INT.

On a 10+, the spell certainly helps, but choose one. On a 7-9, the spell takes effect, but the choose two. Either way the casting saps your energy. You take -1 ongoing to INT until you have a moment to clear your head.

Your spell won’t last long – you’ll need to hurry to take advantage of it.

Your spell affects either much more or much less than you wanted it to.

Your spell has unforeseen side effects, and might draw unwanted attention.

Your spell required wild somatic components and you have put yourself in a spot.

On a miss, something’s gone horribly wrong. Your spell may well have worked, but you

will regret casting it.

Scribe a New Spell (INT)

When you have successfully improvised a spell with a 7+ and have some quiet time to yourself you may attempt to formalize then spell in your spell book. Describe the spell and set a level then roll +INT.

On a 10+ you scribe the spell in your book, no problem. On a 7-9 choose one. On a miss both.

The spell was more difficult than you thought, add one to the level you set.

The spell’s magic was angry and volatile, it consumed an adjacent spell in your book. Remove one spell of the same level.

I am toying with the idea of introducing a madness concept into my Dungeon World game.

I am toying with the idea of introducing a madness concept into my Dungeon World game.

I am toying with the idea of introducing a madness concept into my Dungeon World game.  

I’ve played in some systems where madness is simply a score, and doesn’t support or incentivize a player to engage their character’s increasing insanity.  I’d like Madness to be a bit more meaningful, but not to take away player agency (unless it consumes them…)

My draft is here: https://docs.google.com/document/d/1EdTQRXCJ0v-AT8QIySFO4SGrKAVZc0Hvl6vhTdJ9E_M/edit?usp=sharing

I would appreciate any feedback you have, or if you could point me toward any other interesting efforts to introduce madness into DW.

One of my players mentioned that they did like the frailness of DW characters, his complaint was they could get into…

One of my players mentioned that they did like the frailness of DW characters, his complaint was they could get into…

One of my players mentioned that they did like the frailness of DW characters, his complaint was they could get into one two fights before they were all low in hp. To be fair they dont have a healer at the moment. has anyone played with HP and say given +1 HP at level up, if so did they start to feel too tanky? I dont want D&D HP bloat but maybe a bit of a cushion to show a more experienced character that know tricks to survive. Another thought I had was a second wind custom move that could be done once after a fight to help them out. 

Here is an idea I came up with when I mixed DW and 13th Age.

Here is an idea I came up with when I mixed DW and 13th Age.

Here is an idea I came up with when I mixed DW and 13th Age. This was written for my 13th Age Game but I could see it making its way into a DW game easily enough.

http://ramblingsofjacobanddelos.com/2015/02/20/new-take-icons/