In my campaign the Underdark exists, but none of the surface races except Goblins know about it.  As it works out,…

In my campaign the Underdark exists, but none of the surface races except Goblins know about it.  As it works out,…

In my campaign the Underdark exists, but none of the surface races except Goblins know about it.  As it works out, that includes the entire adventuring party.  So instead of mapping out an Underdark for my custom continent I wrote this rule for when the surface-dwellers attempt short-range (up to a day or two) navigation underground.  It replaces the Make A Perilous Journey roll. 

When navigating the Underdark roll + WIS and lose 1 ration.  On a 10+ take 3.  On a 7-9 take 2.  On 6 or less take one.

* You don’t become so lost you cannot return to where you started from

* You are not ambushed

* You find what you are looking for

* You don’t lose an extra ration and day finding your way

* You discover something unexpected

If the party didn’t have a swordmage who can make equipment lantern-bright AND blink over terrain obstacles I would add something like

* You don’t expend 2 Adventuring Gear per party member on torches, climbing gear, and miscellany spelunking expendables.

Any tips on writing custom moves for Fronts?

Any tips on writing custom moves for Fronts?

Any tips on writing custom moves for Fronts?  I read the chapters on the different kinds of Moves that could be implemented but it seems like maybe I’m either unimaginative with my adventures or the standard Moves as-is cover everything that could happen.  Should I focus on special effects with custom Front Moves?  Or should I focus the special effects on Stakes to play to find out what happens?

I am working on a move for my shape shifting Druid.

I am working on a move for my shape shifting Druid.

I am working on a move for my shape shifting Druid.  what do people think of this?  both my process, and any advice for a fourth version:

Second version:

You explore the caves as a bat.  You discover two things of interest, also  Roll 2d6 + the number of holds you wish to spend. 

On a 10+ pick 3

On a 7-9 pick 1

You return to safety as a bat

You do not find something that hunts bats

You find something valuable or powerful

You find what you are looking for

I think the first and second choice overlap.

I think the third and fourth could be the same thing… in the current situation this is not the case, but as a custom move added to the game, I see potential to overlap.

I am worried about a driud spending 3 holds.  That is only a 1 in 12 chance of getting a 6-.

third version:

When you search or explore an area alone, and in a form native to that location, you discover something of interest, the gm will tell you what.  Also roll 2d6 + INT.

On a 10+ pick 2

on a 7-9 pick 1

You find what you are looking for

You do not take a long time

You do not get noticed

For this more generic move, I though maby there are no holds… but abilities could modify the roll, and INT seems like something that goes well with scouting, finding what you want, and staying out of trouble.

This new version does not feel as powerful as the previous one, but all of the choices are things that are wanted.  thoughts?

I was browsing the 13th Age rulebook this morning to see if it would yield any fodder for my “all-purpose…

I was browsing the 13th Age rulebook this morning to see if it would yield any fodder for my “all-purpose…

I was browsing the 13th Age rulebook this morning to see if it would yield any fodder for my “all-purpose worldbuilding inspiration folder” and found myself wondering if DW could use a take on icons:

=================

When you achieve such notoriety as to attract the attention of an iconic player on the world stage, gain 3 hold and roll+Cha. On a 10+, spend the hold where you like, now. On a 7-9, spend two where you like now and the GM spends the third. On a miss, the GM spends all three. Each relationship shows the maximum hold it can accommodate over time; although cumulative, you may never exceed it during subsequent uses of this move.

Consult the 13th Age icon chart (or equivalent for your campaign) to see what relationship the hold represents. Positive relationships signify a bond which you can add to the parley roll. Positive or conflicted relationships unlock leverage for parley with the icon, but a failed parley also degrades the relationship by one step. Negative relationships are the equivalent of outstanding warrants wherever the icon holds sway.

Your bond with an icon during a positive relationship is only the most recent act with which you gained their favour. Icons are fickle and capricious when dealing with lessers, and their memories are short in that regard.

==============================

Maybe it would be good for the end of a campaign or when a character reaches 10th level, it unlocks the above? Anyway, there is my idea if anyone feels it would be of use to them. Parleying with the big kids of the world comes with a whole new set of risks and opportunities for BIG moves by the GM.

So, I’ve been running an alternate history game set in the Roman Empire in 69 AD.

So, I’ve been running an alternate history game set in the Roman Empire in 69 AD.

So, I’ve been running an alternate history game set in the Roman Empire in 69 AD. Dwarves have replaced the Egyptians, Elves represent those of Greek descent (consequently there are a lot of half-elves), and the Halflings are used as the Picts/Celts.

In doing so, we’ve been modifying spell lists and such and I’ve been building some custom spell lists for the Celt following Sucellus, the half-Greek follower of Yaweh, and the Egyptian ward of Anubis. I thought I’d share the spells here for anyone who’d care to look at them/use them. Some are based off of trawling through freely available Classes online, so if you see your work or someone else’s please assume it to be me liking your idea enough to borrow. I’ll definitely try to mark the inspirations as I find time (and if I can remember where they came from).

Looking to get a little help here for a custom move if anybody wouldn’t mind.

Looking to get a little help here for a custom move if anybody wouldn’t mind.

Looking to get a little help here for a custom move if anybody wouldn’t mind.

Basically, my players are dealing with some undead, whose moans and groans may cause them to be compelled to go mindlessly wandering into the midst. Think of it like a birdcall to get people to come to them, so they can eat them.

Anyway, the players will inevitably be trying to smack their buddies to ‘wake them up’ or break their mind free from the effects. Here is what I have at the moment. It seems a little…drab, to say the least.

When you interfere with the undead’s control over a companion, roll+bond(s). On a…

…10+: you break them free from the curse’s effect, they may act normally.

…7-9: you break them free from the curse, but they take -2 forward on their next move as the shake off the effects.

…6-: they remain cursed and they react violently towards your interference.

As a player, would you take this move?  As a GM, would you like it or would it drive you nuts?  Any other commentary?

As a player, would you take this move?  As a GM, would you like it or would it drive you nuts?  Any other commentary?

As a player, would you take this move?  As a GM, would you like it or would it drive you nuts?  Any other commentary?

Secret History: When you tell the table a just-so story known only to your people, some or all of it is true–or at least true enough. The GM decides what.

(For context: it’d be for a character who was from a nomadic minority, like the Rom.)

Not very original, but I just penned my first custom move…

Not very original, but I just penned my first custom move…

Not very original, but I just penned my first custom move…

Leverage Experience

When you lean on experience to improve your chances, spend 1 XP: In return, take +1 forward to re-roll a miss. Narrate how your experience (a recent failure, etc.) is a boon. If you miss again, tough luck: Do not mark XP. Maybe you haven’t learned that much after all… (This move can be used just once per action.)

Situation: The heroes must convince a king and his court, all of whom are giants, to take a stand either for or…

Situation: The heroes must convince a king and his court, all of whom are giants, to take a stand either for or…

Situation: The heroes must convince a king and his court, all of whom are giants, to take a stand either for or against a course of action. I definitely don’t want the situation to be resolved with a single parley move, but I’m not sure a custom move to simulate the give-and-take action of a existential debate is doable. Thoughts?

Help me think up a good name for this move, I’m drawing a blank!

Help me think up a good name for this move, I’m drawing a blank!

Help me think up a good name for this move, I’m drawing a blank!

“When you Defy Danger with reckless courage, instead of rolling 2d6 you roll 1d6+1d8. If the d6 is the higher die of the pair, the GM will also introduce a complication or danger that comes about due to your recklessness.”

Brendan Fraser’s character in the Mummy trilogy was my inspiration.