This morning, I was musing on some simple potion mechanics from someone else’s post last month, and wondered what…

This morning, I was musing on some simple potion mechanics from someone else’s post last month, and wondered what…

This morning, I was musing on some simple potion mechanics from someone else’s post last month, and wondered what simple, generic mechanics you could place on the DW equivalent of an energy drink:

When you drink a generic ability potion with a tacky brand name, Roll+CON to gain hold (3 on a 10+, 2 on 7-9, 1 on 6- plus side-effect). You must spend your hold on any moves which use the relevant ability, treating those rolls as a 10+ until the hold is exhausted.

Bull’s STRength

Midnight DEX

No CONtest*

INTellectual 

WISe Owl

CHArismanova

*Disclaimer: Drinking No CONtest does not allow you to apply its effects to other potion rolls.

I want to make this big (and awesome) post about psionics in Dungeon World but I am on my phone…

I want to make this big (and awesome) post about psionics in Dungeon World but I am on my phone…

Originally shared by T. Franzke

I want to make this big (and awesome) post about psionics in Dungeon World but I am on my phone…

Hi everyone!

Hi everyone!

Hi everyone! I would like to ask Sage LaTorra  and Adam Koebel (and every one who has a grater experience with DW than me) if a custom move like this below would deeply change the experience they want to give us with their game or if it is a legitim add-on

Now the custom move and my pourpouse 

my pourpose: to make NPC more real, to give them  deeper motivations and to make worthy exploring relationships with them without changing much the game focus wich is, if I had understood well, adventure and exploration 

the ally move:

at the end of a session if you feel you have made a strong link with a charter you can write a bond with him

at the end of a session if you feel a bond has come to a resolution mark experience

when you search your ally for help with a problem roll + bonds with that ally 

on 10+ they will help you accordingly to their type and possibilities 

on 7-9  they will help you accordingly to their type and possibilities but they will ask you to fulfill their instinct 

ally types:

-mentor

instinct: to push someone beyond his limits

-lover/ friend

instinct: to guide someone’s choices for their best

-powerfull one

instinct: to spread their power

-criminal

istinct: to break the law 

-god

istinct: to evangelize unbelivers 

so… what do you think of this custom move I made? 

Here’s what I have so for when my players find their ship.

Here’s what I have so for when my players find their ship.

Here’s what I have so for when my players find their ship.

#dungeonworld   #specialmoves   #pirates   #onepiece   #tabletoprpg  

https://drive.google.com/file/d/0B9YSp-tDpG4xQWl5T0dCdGF6SGs/edit?usp=sharing

Hey everyone! First time posting here. I also just began my first attempt at GM’ing.

Hey everyone! First time posting here. I also just began my first attempt at GM’ing.

Hey everyone! First time posting here. I also just began my first attempt at GM’ing.

 I’m wanting to create a sheet for some custom Special Moves for my campaign. Is there anywhere I can find a template for the Basic Moves/ Special Moves in Word?

Working on a Move for when you run out of rations on a PJ or otherwise need to find food.

Working on a Move for when you run out of rations on a PJ or otherwise need to find food.

Working on a Move for when you run out of rations on a PJ or otherwise need to find food.

When you forage for food in a place you could actually find some roll+WIS:

On a 10+ you find 1+1d3 rations.

On a 7-9 you find enough for yourself.

Anyone else have this come up in game?

What topics would you use for Bardic Lore if the setting was something more similar to Star Wars or Mass Effect?

What topics would you use for Bardic Lore if the setting was something more similar to Star Wars or Mass Effect?

What topics would you use for Bardic Lore if the setting was something more similar to Star Wars or Mass Effect?

Read Magic

Read Magic

Read Magic

I’m trying to hammer out a custom move that recollects the old school Read Magic spell. The idea is that magical writing—like in NPC spellbooks, scrolls, and on the walls of the dungeon—is inherently unintelligible without the spell, and possibly dangerous. Some scrolls you find in the dungeon might be spells that you want to add to your spellbook, but others might be cursed, and you don’t know until you cast Read Magic and see where the chips fall!

Here’s my rough draft.

When you examine a magical inscription in a book, scroll, weapon, or other object, roll +INT. On a 10+, I will tell you what magic it contains without invoking it. On a 7–9, [TBD].

Here’s the trouble I’m having: On a miss, I want to invoke any curses—but not every inscription will be cursed. I thought about having the spell misfire on a miss, but I wasn’t sure what to do with a partial success.

Does this seem to harsh? “On a 7–9, the inscription is invoked for good or ill; you pick a target and I will tell you what the magic does.”

I reckon I could just create a custom move for cursed inscriptions on a case-by-case basis, but I’m interested in capturing the suspense of reading an unknown scroll and seeing what happens.

Has anyone written a “sanity check” move?  Something along the lines of:

Has anyone written a “sanity check” move?  Something along the lines of:

Has anyone written a “sanity check” move?  Something along the lines of:

When you are witness to Things Man Was Not Meant To Know, roll +Int / +Wis.  On a 10+, you endure.  On a 7-9, go kinda crazy.  On 6-, go really crazy?