I built some custom player moves in order to focus each of these players on potential roles in the group. Everyone used them, but with mixed results.
http://incendiarysolution.blogspot.com/2014/07/dungeon-world-custom-player-moves.html?m=1
I built some custom player moves in order to focus each of these players on potential roles in the group.
I built some custom player moves in order to focus each of these players on potential roles in the group. Everyone used them, but with mixed results.
http://incendiarysolution.blogspot.com/2014/07/dungeon-world-custom-player-moves.html?m=1
I’m running a Star Wars game using the DW system, and one of the characters died.
I’m running a Star Wars game using the DW system, and one of the characters died. however, it seems appropriate for him to occasionally reappear as a force ghost. So, I wrote up a potential move…
Help from Beyond
When you aid or interfere with one of your old companions from Beyond the veil of death, say what your ghost tells them, and roll +Bond. On a 10+, give an ally +1 or -2 on a roll, and then cross out one bond. On a 7-9, you also cannot manifest again until those you haunt visit a place of mystical significance.
thoughts?
Anyone ever thought of doing away with hit points and going with using debilities as a core damage system instead?
Anyone ever thought of doing away with hit points and going with using debilities as a core damage system instead? Something like:
“When you take damage, choose a debility. The GM describes the effects of the attack as it relates to the debility. If you currently have all 6 debilities and would take a 7th debility, you instead make the Last Breath move.”
You could adjust healing spells to cure a debility. Alternately healing spells could give you a bonus to roll to heal your ability when you Make Camp. I think this would make the game considerably more deadly though and would likely change the overall tone.
When you read from the Necronomicon…
When you read from the Necronomicon…
roll +INT.
On a 10+ You have the good sense to stop reading before you learn too much.
On a 7-9 You find your answers, but they bring you no peace.
On a 6- You learn things man was not meant to know.
Does anyone have a good generic illusion move? Something that covers simply creating lifelike images with sounds.
Does anyone have a good generic illusion move? Something that covers simply creating lifelike images with sounds.
Does this move destroy the notion of signature weapon?
Originally shared by T. Franzke
Does this move destroy the notion of signature weapon?
Armory
Choose 2 additional signature weapons
Duel of the Iron Mic
Duel of the Iron Mic
When you pit your lyrical skills against those of an opponent, roll + CHA. On a hit, you prove your skill and win the duel 10+ choose two, on a 7-9 choose one.
– you embarrass or shame your foe
– their beef won’t come back to haunt you
– you’re inspired to even greater heights (take +1 forward)
On a miss, you stumble or stammer and your opponent wins the duel. Take -1 forward on top of whatever else.
I’m mulling over a martial artist move based on the cliche that a gang of bad guys only attacks the martial artist…
I’m mulling over a martial artist move based on the cliche that a gang of bad guys only attacks the martial artist one at a time, but I can’t quite get my head around the verbiage. Thoughts?
“The giant stone swords of Agmundr stand on a rocky outcropping along Sverdsfjord, one of the southernmost bays in…
“The giant stone swords of Agmundr stand on a rocky outcropping along Sverdsfjord, one of the southernmost bays in that rugged, northland known locally as Izotz. Centuries ago, two kings vied for control of Izotz….”
I remember a discussion somewhere about how many moves are either “positive,” where they are successes with options,…
I remember a discussion somewhere about how many moves are either “positive,” where they are successes with options, or “negative,” where they are success with choices. Does anyone know where I saw that?