Hi guys!

Hi guys!

Hi guys! I need some advise on move design. I have an adventure of old school Ravenloft with a Grave Elemental (a summoned creature made up of grave soil, tombstones, corpses and the like). I got to make some moves for it. I came up with these:

– Burst from under their feet

– Spew lesser undead

What do you think? What other creepy moves would you use for a RL campaign?

Thinking about an alternative to a Barbarian-like move, but one that doesn’t give XP at the beginning of each…

Thinking about an alternative to a Barbarian-like move, but one that doesn’t give XP at the beginning of each…

Thinking about an alternative to a Barbarian-like move, but one that doesn’t give XP at the beginning of each session.

The original line of thought:

At the beginning of each session, the GM will ask you something about your homeland, why you left, or what you left behind. If you answer, mark XP.

An alternative:

When you say you have faced a similar social situation in your homeland, tell the GM what it was and how it was solved, and roll +INT. On a 10+, you know how to deal with this now, as you apply an inverted logic. On a 7-9, there’s some complication, but you don’t make things worse… yet.

The idea behind this kind of move is to show how this particular character is an Outsider, a stranger in these lands. All suggestions are welcome in this brainstorming phase. Any new moves or thoughts?

Gear Adrift…

Gear Adrift…

Gear Adrift…

… is a gift! Or so the saying goes. You never had much to get by on but always managed to scrounge up something. When you spend an hour or so scavenging the surrounding area, Roll+INT.

On a 10+ you may pick from 1 Adventuring gear, 1d3 rations or 1d10 Coin (or a small object worth 1d10 Coin excluding rations or gear)

On a 7-9 If you picked gear it is of shoddy quality, suspect at best. If you picked rations, there is some debate to whether the item(s) are edible and if you picked Coin, it belonged to someone/thing who will eventually come looking for it.

Does anyone have suggestions for either of the following moves/systems?

Does anyone have suggestions for either of the following moves/systems?

Does anyone have suggestions for either of the following moves/systems? I’m running a homebrew Arabian Nights setting and both of these would be killer to improve the thematic feel of the setting.

1. A “seller” equivalent of Supply. The party is based (for now) in the largest city of the region, which I have established as the preeminent trade hub for thousands of miles in any direction (including ocean trade with distant lands). They’ve found some ancient coinage which naturally seems (to me) more valuable than its direct coin worth IF they can find a reputable, interested, wealthy collector/historian/etc. I’ve already got some ideas on this front, but I’d love any advice people have.

2. Reputation systems/moves. I want this game to have a political angle. Being able to reward/trip up with reputation changes, both with individuals and organizations, would be a great way to show the complex web of allegiances present in the city. I’m just not sure how to translate that into concrete, move/system-based meaning.

Thanks for reading and any tips you might have!

My six year old son inspired this… thing this morning:

My six year old son inspired this… thing this morning:

My six year old son inspired this… thing this morning:

Telephone Scorpion

When you hold a telephone scorpion to your face and let it sting you in the ear, you begin to have vivid hallucinations which take over your senses. If you think of someone, and they also have been stung, you find you can see and communicate with them, no matter how far apart you are. The hallucinations will probably stop after an hour or so.

Ok, just started GMing Dungeon World for the first time.

Ok, just started GMing Dungeon World for the first time.

Ok, just started GMing Dungeon World for the first time. It’s our groups first PbtA game and we’re all loving it. Now, I think I’m ready to introduce some custom moves based on what’s going on in the story. This is my first attempt and I’d love to get feedback on what might be improved (or what’s good and works as-is).

Bit of background: the PCs are in a village where a priest of a new religion has moved in and persuaded most of the poplace to help him rebuild a ruined temple for his new goddess (actually a ruse for an evil plot). Some of the followers are genuine willing believers, but many are in thrall to an evil sorcery advancing the priest’s real plans.

Heresy Against Karisatae

When you speak questionably about the Karisatite religion in front of a follower, roll + CHA.

On a 10+: The follower is not actively angered by your disbelief, but may try to convince you of your error.

On a 7-9: Choose 1.

On a 6-: All 3.

Choose:

The follower is deeply offended, take a -1 (cumulative) forward on all interactions with them.

The follower is struggling to reconcile your words with their faith. They seek guidance from the clergy (reporting your words to them) as soon as possible.

Gain +1 HERESY

__________________________

If you have 3+ HERESY:

Word of your heretical views has spread among the followers. They form a mob (with or without the clergy’s knowledge or approval) seeking to remove your influence from among them.

Hunting for ideas to finish up a move for #AdvancedDungeonWorldNext2 #ADWN2

Hunting for ideas to finish up a move for #AdvancedDungeonWorldNext2 #ADWN2

Hunting for ideas to finish up a move for #AdvancedDungeonWorldNext2 #ADWN2

(the name is just a joking placeholder for the project ^_^)

End of Session

bla bla bla stuff upkeep bla bla bla

[…]

Finally have the group look back at the game session just concluded. For each YES everyone earns 1XP.

– Can you recount one memorable moment for each character?

– Is the world different because of your latest actions?

???

I need help figuring out a 3rd thing to guide Protagonists’ behavior 🙂

I’m not especially happy with certain aspects of spellcasting, or the limited discourse on what happens when a spell…

I’m not especially happy with certain aspects of spellcasting, or the limited discourse on what happens when a spell…

I’m not especially happy with certain aspects of spellcasting, or the limited discourse on what happens when a spell goes sour. I expanded upon that. I’m open to additional ideas.

So I’m planning a one shot for a small local con of sorts in a few months.

So I’m planning a one shot for a small local con of sorts in a few months.

So I’m planning a one shot for a small local con of sorts in a few months. I’ve settled on the players being an envoy of undead being sent into human lands from a faction of undead who’ve regained their sentience after the BBEG Necromancer that raised them was defeated. Now the people of a ruined kingdom have taken up resistance in their old homes and want to re-establish ties to the other Human kingdoms they were allied with in life. (It’s all very much like Warcraft Forsaken… In fact it’s the direct inspiration)

The party will be Bard, Cleric, Fighter, Ranger, Thief, Wizard.

Some ideas for revising Debilities, Make Camp & Recover

Some ideas for revising Debilities, Make Camp & Recover

Some ideas for revising Debilities, Make Camp & Recover

I’m seriously thinking about implementing these in #Stonetop, but they’d work pretty well with standard DW, too!

Interested in your thoughts.

https://docs.google.com/document/d/18HVXpyAiWP-q9dh2W3G8ni8vj7gJJGc_souVWmT3kqA/edit?usp=sharing