Here is a little treat for #halloween

Here is a little treat for #halloween

Here is a little treat for #halloween . Its a couple of DW moves for a Ravenloft like setting. I wanted to have a whole set of rules but couldn’t make it in time. Please comment and if you like the idea check my project at http://mistofdread.blogspot.mx/

Happy Halloween!

https://www.dropbox.com/s/5drmnw5czarjdkd/DW-hack-Ravenloft.pdf?dl=0

I like my games to be heavy on moral ambiguity, painful moral tradeoffs, ends that might justify means.

I like my games to be heavy on moral ambiguity, painful moral tradeoffs, ends that might justify means.

I like my games to be heavy on moral ambiguity, painful moral tradeoffs, ends that might justify means. I like to have NPCs with multiple conflicting motives – not just simple, essentialist alignments, but multiple (sometimes conflicting) agendas. Those are the ingredients of the stories I find interesting.

Enshrining an essentialist morality in mechanics is therefore unsatisfying to me, and often leaves players asking questions I can’t honestly answer, and don’t want to answer anyway because it would make their decisions too easy:

“Is she evil?”

“Well, it depends what you mean by that…”

The human racial move for the Paladin (“What here is evil?”) is therefore a problem. Next time someone makes a character, I propose replacing it with a new one. First cut:

When you pray for guidance, even for a moment, and ask “How much blood has this person spilt or commanded be spilt?” the GM will tell you, honestly.

I prepare a custom move for a city under siege with soldiers left, but broken chain of command. Input welcome!

I prepare a custom move for a city under siege with soldiers left, but broken chain of command. Input welcome!

I prepare a custom move for a city under siege with soldiers left, but broken chain of command. Input welcome!

**Give an order:**

If you have earned the respect of the solders or the one they vowed fidelity to, and there is no effective chain of command, and you attempt to give an order, roll+CHA.

Gain +1 if the order does not seem to be particulary dangerous.

On a 10+, choose 1. On 7-9, choose 2.

– They will run away when facing imminent death.

– They expect you to protect them.

– They move very slow and act extremly cautious.

6-: They will deny your order, completely or partially.

Soldiers might accept minor tasks (bring message, answer question etc.) without roll, unless they consider you a foe. GMs call.

I have a scene coming up where the PCs help defend a city, so I thought I’d add a custom move for the city’s fixed…

I have a scene coming up where the PCs help defend a city, so I thought I’d add a custom move for the city’s fixed…

I have a scene coming up where the PCs help defend a city, so I thought I’d add a custom move for the city’s fixed defenses.

When you fire a ballista at a slow-moving target, roll + DEX.  On a 10+, you hit dead on – inflict 1d10 damage.  On a 7-9, the GM picks one:

 * Your target has a moment to react.  Roll 2d10 and take the lowest to determine damage.

 * You hit, but not the target you were aiming for.  Deal 1d10 damage to a nearby target instead.

 * You hit dead on but the ballista is damaged or jammed.   Deal 1d10 damage, but you cannot fire again until it is repaired.

This is my first custom move so I’m still trying to figure out what works.

So in my Planarch Codex/Planescape crossover I have a thief that is also  an accomplished inventor, having invented…

So in my Planarch Codex/Planescape crossover I have a thief that is also  an accomplished inventor, having invented…

So in my Planarch Codex/Planescape crossover I have a thief that is also  an accomplished inventor, having invented a device, The Oculus Vamos, that lets him activate Portals without a key.

Anyway, he wants to continue inventing so I devised a custom Move that plays off/may replace the usual Tinker in World of Dungeons.

When you use Tinker to invent or jury-rig something, roll+Int.  On a 10+ choose 2, on a 7-9 choose 1:

-it doesn’t break/malfunction at an inopportune moment

-it doesn’t take a long time to make

-it doesn’t require you to use up your resources

What do you think?

Here’s a move to represent being supper strong!

Here’s a move to represent being supper strong!

Here’s a move to represent being supper strong!

Herculean Strength

You are capable of attempting incredible feats of strength that would be impossible for a mortal (Moving boulders, Wrestling giant monsters, Leaping over canyons, etc.).

When you tap into your herculean strength to perform a task a mortal could do, take +1 forward but also suffer a consequence of your excessive use of power.

Playing with some moves I might need for a game I’m running:

Playing with some moves I might need for a game I’m running:

Playing with some moves I might need for a game I’m running:

When you are pitted in the arena against an unknown opponent, roll + nothing. 10+ pick 2, 7-9 pick 1:

* They’re not someone you know

* They’re not someone you’re ill-suited to face

* There’s not some reason that you won’t want to beat them

When you make a credible appeal to the Master of the Games, roll + CHA when you roll for who your opponent is.

You like?

For a space game based on Wod or dungeon world, does it make sense to have a move for fixing the space ship.

For a space game based on Wod or dungeon world, does it make sense to have a move for fixing the space ship.

For a space game based on Wod or dungeon world, does it make sense to have a move for fixing the space ship. Or is that just defy danger? Struggling with this. I abhor d20 skill rolls and their ilk (even old school thief skills). It seems like failure needs to move the game forward. How do you handle a techy in a space game for computers, hacking, fixing space ships, or do you not just have them? I have looked at various implementations stars with numbers and star world and just falling flat with me. This seems to be the biggest impediment to me for a space ole world game where the techy guy is there to fix stuff but at the same time what do you do if they fail? They just try again? You can’t have their vehicle just marooned all the time – doesn’t seem like it moves the game forward. Seems like a wall and saying no if they fail. If there is no failure the class doesn’t make sense to be playable but is iconic (like in firefly). Thanks in advance.

Hey guy’s i’m trying to put together a log horizon hack of DW and i’m looking for a MMO/atelier style components…

Hey guy’s i’m trying to put together a log horizon hack of DW and i’m looking for a MMO/atelier style components…

Hey guy’s i’m trying to put together a log horizon hack of DW and i’m looking for a MMO/atelier style components based crafting system or rolls any suggestions?

What if the bard wanted to play in a band with her less musically inclined party members?

What if the bard wanted to play in a band with her less musically inclined party members?

What if the bard wanted to play in a band with her less musically inclined party members?

Her friends would use this custom move, of course!

When you attempt a musical performance with little or no relevant talent, but try to make up for it with…

…passion, roll 2d6 + Con.

…charm, roll 2d6 + Cha.

…chemistry, roll 2d6 + bond with fellow performer.

On a 7-9, you manage to entertain your crowd, but an unwanted rumor or assumption about you develops among them. On a 10+, you’re pretty big hit with the crowd. You decide what impression they have about you.