Hey Folks!

Hey Folks!

Hey Folks!

I need ideas for a character class I’m designing for my groups next campaign. I’m going to be running a campaign that’s about an unlikely character rising from being a nobody to being a king/hero and I wan’t the character class to reflect the growth to being a hero. Think Frodo, Bilbo, Kvothe etc…

We have 5 players (plus me), and the rest of the players are going to be the new kings “guard”/”advisors” with regular DW classes and their job is to keep the king alive and give him their perspectives in decision making. So I’d like the king-class to be a fairly weak character in combat but one who’s moves involve getting in to and out of interesting situations, inspiring courage in others etc… a kind of mixture between a charismatic leader and a always-in-trouble-goofball

Any ideas for moves etc?

So, I’m trying to wrap my head around designing a move for dungeon delves.

So, I’m trying to wrap my head around designing a move for dungeon delves.

So, I’m trying to wrap my head around designing a move for dungeon delves.

I know, I know, there is a lot of conversations about this in the tavern! Bear with me.

In one of them, we discussed about using the Navigate the Labyrinth move from Jason Cordova, which actually works petty much out of the box.

But what if you want to have specific rooms or specific encounters you wan to play out?

For example, I’m running Tomb of Annihilation and I don’t care about running the dungeons as written nor do I have the intention to use a “classic” method of going room by room and using the map 1-for-1.

That said, I do want to read the material and extract the interesting parts. I’m a big fan of the 5-rooms dungeon principle and so I intend to convert the dungeons into 5 rooms dungeons.

The method I’m trying to use is to name and describe in big lines each of the 5 rooms in my GM book but hand waived the dungeon exploration itself.

So I though about making a move that will simulate the delving itself that happens in-between each “themed” room but I think it needs much more love. It’s kinda meh…

Delve the dungeon

When you delve the dungeon, say how you face one of its many challenges, then roll +STAT.

On a 10+, you overcome the challenge and safely reach the next room.

On a 7-9, you reach the next room but you encounter a guardian or activate a trap along the way.

On a 6-, you can’t find a way to reach the next room for now, plus anything else the GM says.

I’m slowly converting Yoon-Suin to Dungeon World, making the mechanics fit and reinforce the fluff, and one thing…

I’m slowly converting Yoon-Suin to Dungeon World, making the mechanics fit and reinforce the fluff, and one thing…

I’m slowly converting Yoon-Suin to Dungeon World, making the mechanics fit and reinforce the fluff, and one thing that stood out to me was the caste system. On the one hand it’s a pervasive thing in the setting and thus the players should have to deal with it a lot (especially between themselves); but on the other hand I don’t want to really force them and remove their agency…

So far, I see 3 options:

– Use it as an “automatic leverage” for Parley. The easiest solution, but feels boring.

-Make a general move that gives you 1 XP if you obey an order by a higher caste character that goes against your interest. This is the coolest from a player’s POV: you’ll have to weight the pros (delicious XP!) and cons (depending on the exact order), making you doubt whether to just obey a higher-caste bad guy. The conflicts between PCs would be guaranteed. The downside is, it looks easily abusable and the mechanic could spiral out of control. But then again, almost every mechanic in DW is abusable, it’s not a game for selfish pricks.

-Make it part of Make Camp, just like alignments/drives. You obeyed the higher caste’s orders, you get 1 XP. This is the middle ground; not as abusable as the previous one, yet more visible than the leverage. As a downside, a character could just ignore the caste system once they’re “covered” for this session… It just doesn’t feel right for something that most people just obey without much thought, as an essential part of their society.

Your thoughts?

Not sure who I stole this from, but it dawn to me that the move isn’t only useful when a player comes back after…

Not sure who I stole this from, but it dawn to me that the move isn’t only useful when a player comes back after…

Not sure who I stole this from, but it dawn to me that the move isn’t only useful when a player comes back after missing a session, but it’s also very good for when the group gets separated and you’re not interested in the minutia plus you don’t want to set one group aside while you resolve the player, then get back, etc.

I’M BACK!

When you reunite with the group after being separated for an extended time, say what happened and roll …

■ … +STR if you fought a monster or escaped imprisonment.

■ … +DEX if you did something secret, stole something, or evaded something.

■ … +CON if you trained under a mentor or acquired help or resources.

■ … +INT if you learned ancient knowledge or invented something.

■ … +WIS if you discovered a secret or had a divine

encounter.

■ … +CHA if you made an ally, learned about a culture, or purchased something of interest or value.

On a 10+, you had a prosperous leave; take +1 Forward and mark XP.

On a 7-9, you attracted trouble or your actions had unintended consequences, the GM will say what.

An unnecessarily fiddly mechanic for a berserker class…

An unnecessarily fiddly mechanic for a berserker class…

An unnecessarily fiddly mechanic for a berserker class…

BER-SERRRK-ERRR

When you fly into a rage, don’t roll any damage you take until the rage ends. Instead, write down the damage dice (including modifiers and tags like piercing or ignores armor) for later. While your rage lasts, your HP are unchanged and you deal +1 damage for every damage die you have written down.

When your rage ends, roll each of the damage dice you have written down, one at a time, applying armor or similar modifiers to each and taking that much damage. Then erase all the damage dice you have written down.

DW Tavern. This is the third, and final, custom move I created for a new campaign. (Dennis, ditto). Thanks again.

DW Tavern. This is the third, and final, custom move I created for a new campaign. (Dennis, ditto). Thanks again.

DW Tavern. This is the third, and final, custom move I created for a new campaign. (Dennis, ditto). Thanks again.

New Campaign Move: Thirst in the Desert (instead of the normal Quartermaster roll)

When out of rations in the desert and you become the Quartermaster, roll+WIS. On a 10+, each member of the party increases their rations by 1 as you locate a water source. On a 7-9, no one loses rations, but the Quartermaster chooses 1. On a 6-, each member without rations takes a debility and the Quartermaster chooses 2.

1) Each member in your party suffers 1 damage per day, which may not be healed, as your clothing cannot handle the wind-whipped sand and sands gets everywhere causing immense discomfort.

2) You identify an Oasis in the distance and must direct the party toward the site to resupply (the site is a mirage).

3) Members without any rations may not be healed until resupplied due to dehydration.

DW Tavern. This is the second custom move I created for a new campaign. (Dennis, ditto). Thanks.

DW Tavern. This is the second custom move I created for a new campaign. (Dennis, ditto). Thanks.

DW Tavern. This is the second custom move I created for a new campaign. (Dennis, ditto). Thanks.

New Move – Disrespecting the Divine

When you enter a Fey-Anid holy site without making the proper obeisance, roll+CHA. On a 10+, the holy site accepts your ignorance of their practices, but suffer a temporary Charisma debility that last until you leave the temple. On a 7 – 9, the holy site accepts your attendance, but with reservations; choose 1. On a miss, the GM chooses 2.

1) Take -1 ongoing while inside the holy site

2) Lose your hearing or sight until you atone

3) Suffer a Charisma debility

Dw Tavern

Dw Tavern

Dw Tavern,

This is the first of three custom moves I have created for a new campaign front I am running. I would appreciate your thoughts. (Dennis, don’t read this 🙂 ). Thanks in advance.

New Move – Mechanical Trap

When you open a trapped sun aspect ark without looking for and/or finding and disarming a trap first, roll+DEX. On a 10+, you avoid the trap’s effect. On a 7 – 9, you avoid some of the trap’s effect; choose 1. On a miss, the GM chooses 2.

1) Take 12 damage, ignoring armor, of a type relevant to the sun aspect ark you opened:

o Hi-Ding: Sticky acid covers you and destroys all consumable items and 1 non-consumable item;

o Sey-Ting: Cold frost sprays and numbs you, and for 1 hour then next miss you roll with a weapon destroys that weapon;

o Noc-Turne: Poison darts pepper you, and your party members (6 damage) within close distance, ignoring armor;

o Scal-Ding: A jet of fire sprays you, and all non-metal items are destroyed;

o Ris-Ing: A floor column rises you into the air smashing you against the ceiling, and all metal items are destroyed.

2) A deafening gong alarm sounds throughout the temple alerting any and all to your presence, and you and all your party members go deaf for 6 hours. All spell casting and verbal communication is impossible for 6 hours.

3) Alter your alignment according to the sun aspect ark you opened (no effect if already the same alignment, but still form the bond).

o Hi-Ding: Neutral, and immediately form an adverse bond with one of your items

o Sey-Ting: Lawful, and immediately form an adverse bond with a chaotic PC

o Noc-Turne: Evil, and immediately form an adverse bond with a good PC

o Scal-Ding: Chaotic, and immediately form an adverse bond with a lawful PC

o Ris-Ing: Good, and immediately form an adverse bond with an evil PC

A redditor doesn’t like how HP works in DW, and there was some mention of not being able to keep getting cut…

A redditor doesn’t like how HP works in DW, and there was some mention of not being able to keep getting cut…

A redditor doesn’t like how HP works in DW, and there was some mention of not being able to keep getting cut indefinitely. I ran with this “finite cuts” idea.