Ok, move hackers, here’s my query:

Ok, move hackers, here’s my query:

Ok, move hackers, here’s my query:

I’m working on a thing where characters increment a tally when certain things happen. My intent is that the more of this tally you accumulate, the higher the chance of something awesomely bad happening.

But here’s the mechanical rub: Is it better to have the player roll -tally and hope for a high roll, or to roll +tally and hope for a low one? The former seems to be something I’ve never seen before – rolling and subtracting a stat, rather than adding – but I am happy to be corrected if there’s a move somewhere I’m not aware of. The latter seems to break the fundamental mechanic of *World, where you want to roll high to avoid catastrophe.

Any advice?

I’m looking for more feedback on this mechanic and whether it should go into my next book.

I’m looking for more feedback on this mechanic and whether it should go into my next book.

I’m looking for more feedback on this mechanic and whether it should go into my next book. Thoughts, concerns, witty banter? (All are welcome!)

Originally shared by Joe Banner

Really interested in feedback on this – I’m intending to include it in my next adventure pack.

In short, it’s an addition for #DungeonWorld  to reward XP, alongside bonds and alignment/drive. 

It works well for our group, but what about you? Would you use a system like this personally?

Did someone write a move like this already?

Did someone write a move like this already?

Did someone write a move like this already? I don’t have any attribution in my notes but I feel like I got this idea from someone else:

From Beyond

When you summon a monster from beyond this world, say what it’s for, one thing it is, and one thing it’s not. Then roll+INT, and find out what comes through. On a 10+, both. On a 7-9, choose one:

·         It will follow your commands.

·         It’s perfect for the job.

On a miss, it isn’t what you said it is, but it is what you said it’s not.

I want to create a custom move for my next session where the party will start exploring a large ruined city looking…

I want to create a custom move for my next session where the party will start exploring a large ruined city looking…

I want to create a custom move for my next session where the party will start exploring a large ruined city looking for a specific building. Here’s what I have so far, any thoughts?

When you spend the day exploring the ruins, roll +WIS. On a 10+ choose 3. On a 7-9 choose two.

-You are 1 step closer. You can select this more than once, and once you achieve four steps you find what you’re looking for.

-You forage enough cactus and don’t need to consume a ration tonight.

-You avoid unwanted attention.

-You find something else interesting and potentially valuable.

Awesome Points as a countdown

Awesome Points as a countdown

Awesome Points as a countdown

One thing I love about Old School Hack is the Awesome Points economy. It turns all the players into fans of the whole party: Each player can give Awesome Points to other players when they describe something awesome; they can spend their Awesome Points to do something awesome; and they can only level up when everyone has spent a certain number of Awesome Points. It gives everyone the incentive to play awesome, but it’s also important to notice when other people are being awesome.

I never thought of using Awesome Points in DW until I saw this thread on BFA:

http://apocalypse-world.com/forums/index.php?topic=6163

I wasn’t quite satisfied with the idea of offering Awesome Points in place of XP, as suggested by some of the comments there. In my view, the reward for spending Awesome Points is part of what makes the mechanic work: Otherwise, people will have to weigh the tradeoffs between a temporary benefit and advancement, which will encourage miserliness.

Here’s my idea: Add a countdown to every character sheet, maybe six boxes. Players fill in a box whenever they spend an Awesome Point. Add this question to End of Session: “Were we totally awesome?” The answer is yes only if every player has all their boxes filled in. 

Check out OSH here:

http://www.oldschoolhack.net/

#awesome_points   #countdown  

http://apocalypse-world.com/forums/index.php?topic=6163

Wandering Monsters in DW and WoDu

Wandering Monsters in DW and WoDu

Wandering Monsters in DW and WoDu

Once upon a time, I had TSR’s board game DragonStrike! (Feeling brave tonight?) There were four boards, each with a timer dial on one side. Every turn, the DM was supposed to advance a token on the dial; once the timer ran out, the dragon would show up. I could never consistently remember to advance the dial, but it wasn’t long before I was running my own adventures and hacking the game to embrace more role-playing, so the timer ceased to matter.

Today I was thinking about how I might create more tension in a DW delve, without all the bookkeeping of old-school procedural dungeoneering, and my mind turned to the lurking menace of wandering monsters.

I’m mindful that the GM moves handle this completely, and there’s no need for a separate system. I thought of one anyway.

Here’s my idea: Whenever the delvers are exploring a dangerous area where monsters may be lurking, create a countdown on an index card, and put it in the middle of the table. (Countdowns are explained in Dark Heart of the Dreamer.) The GM may use a Die of Fate (from World of Dungeons) to determine how many boxes are in the countdown, or just pick a number based on the how near and/or sensitive the monsters are.

Fill in a box whenever the delvers make a loud noise or otherwise draw unwanted attention without an immediate consequence. (This counts as “making your move elsewhere”.) Loud noises might include the din of battle, Bardic anthems, spirited conversations between delvers, or clatters caused by Tookish curiosity. What you count as loud depends on how vigilant your monsters are and what else is going on. You might also fill in a box whenever the delvers are taking their sweet time.

When the last box is filled in, wandering monsters catch up with the delvers. If there are more monsters lurking about, you might create another countdown right away.

Anyway, that’s the idea. Could it work?

#wandering_monsters   #countdown

So in my current game the players are on board a massive train that travels between some of the major cities because…

So in my current game the players are on board a massive train that travels between some of the major cities because…

So in my current game the players are on board a massive train that travels between some of the major cities because the rest of the world is overrun by giant monsters that come out of a big chasm in the center of the continent. 

It’s currently under attack by raiders riding giant snakes and they established last game that the train has a huge artillery turret on the top of it that needs two people to fire it. We just winged it last time, with the spotter rolling to Aid and the gunner using Defy Danger+Dex but that didn’t feel quite right so I came up with this.

When you take aim and fire the Train’s main gun, roll +Bond with your spotter.

On a hit, deal b[2d10]. On a 7-9, choose one.

* The shot went wide and wasn’t a direct hit, deal w[2d10] damage instead.

*The gun has suffered some sort of malfunction, it will need to be repaired before it can fire again.

* You’ve made the shot but it’s drawn unwanted attention or caused unexpected collateral damage. 

This is the first time I’ve really made a custom move before, any suggestions/critique/etc?

Bunch of Custom Moves from my Westhold campaign, provided for review, critique and inspiration.

Bunch of Custom Moves from my Westhold campaign, provided for review, critique and inspiration.

Bunch of Custom Moves from my Westhold campaign, provided for review, critique and inspiration.

Lost in the Run

When you move off the beaten trail in the Run, roll +WIS. On 10+, you follow the intended path. On 7-9, you follow the intended path and choose one:

• You follow a false path for a decent amount of time. 

• Danger finds You

• You find Danger

Those who can Hunt and Track or have a very good map, add +1 to the roll

Activate a Legion Stone

When you Open a Legion Stone by trickling some magic over it, roll +CHA. On 10+, choose three. On 7-9, choose two. On 6- the Legion Stone is empty.

• Equipment, Provender or Coin

• Enough for four

• One, High Quality or Magical

• Enough for 10, Low Quality

• Document

• Liquid

• Not trapped

Dig for Artifacts

When you dig in a ruin looking for something, roll +WIS. On 10+, choose three. On 7-9 choose two. On 6- you just waste some time.

• Personal Artifact 

• High value

• Arcana

• Weapon

• Multiple Items

• Coinage

• Don’t attract unwanted attention

Wrestle the Champion

When you Wrestle the Champion, roll + STR or DEX. On 10+, choose two. On 7-9, choose one:

• Throw your Opponent. Opponent takes 1 damage. You gain space

• Lock and Squeeze. Opponent takes 1 damage

• Head butt. Both take 1 damage. Opponent is stunned. Go again.

• Catch your breath. Heal 1 damage

• Flurry of blows. Any combination of two stun or damage.

• Scamper away. Gain space.

• Flying kick. Opponent knocked to the ground.

• Dirty Trick. Opponent Stunned. You get +1 to next roll

Highest total goes first. Start out near each other. First to five points is declared the winner.

#BardWeek

#BardWeek

#BardWeek  

Elven Spell Songs 

Elven Spell songs are a mechanic from Burning Wheel and are there to represent the magic songs we see in works like the Lord of the Rings. 

Here is my port of them into Dungeon World 

Not all of them are useful, some are pretty powerful and i am not completely sure how “balanced” they are. 

Enjoy: 

When you are an Elven Bard 

WONDROUS ELVEN VOICE

When you sing ancient elven songs as part of your Arcane Arts, add this option to your list

– Cause Wonderment 

Wonderment is the feeling of awe and maybe insignificance that fills the heart of every non-elf hearing the elfs sing. When affected by wonderment the target can’t do anything but listen in awe, flee the voices or weep for this beauty. Any action that threatens the life of someone affected by wonderment brakes this spell. 

Once you have taken Wondrous Elven Voice you may take these elven spell song moves instead of class moves 

AIR OF GATES

When you sing the Air of Gates to a door or gate and ask “what lies beyond” roll+CHA. 

On a hit the door or gate opens 

On a 7-9 it will close after a short time again and won’t respond to your singing any longer. 

ALARM

When you sing the song of watch to yourself to stay vigilant during the night, roll+CHA to take Watch. 

ANTHEM OF COURAGE

When you sing the Anthem of courage before a battle, roll+CHA

On a 7- choose 3 elven allies, on a 10+ choose all your elven allies that hear your anthem. 

They take +1 forward to deal with fear during to battle. 

CHANT OF OFFERING 

When you perform the Chant of offering while presenting your wares, roll+CHA 

On a hit you attract potential buyers for all but the weirdest of goods. On a 10+ add your charisma to the profit you make. 

DOOM OF STRENGHT 

When you sing the grim song of the Doom of Strenght over a dying ally and name a task for them to accomplish right now roll+CHA. 

On a hit they are infused with your magic and get up to fulfill the task. On a 10+ they can’t be killed again in the pursuit of this. 

After the task is fulfilled the ally passes through the black gates of death and even divine magic can’t bring them back. 

GIFT OF SPEED 

When you sing the Gift of Speed to your elven steed, roll+CHA

On a 7-9 your horse gets +1 control forward. On a 10+ it gains +1 control ongoing as long as you sit in the saddle. 

LAY OF THE HORSE 

When you sing Lay of the Horse while in the saddle, you can use its cadence and verse to communicate with your horse and hear its thoughts. You may also sing its first verse to call your horse to your side. 

LYRIC OF HEALING

When you recite the Lyric of healing over a wounded elf roll+CHA.

On a hit every healing done to your ally is maximised while you continue singing. On a 10+ they also heal 1d4 hitpoints. 

RECITATION OF AGES 

You can sing the Recitation of Ages to yourself to remember. Add “The Grant histories of the Elfs” to your Bardic Lore expertises. 

RHYME OF TONGUES 

When you perform the Rhyme of tongues with someone or something that you can’t communicate with roll+CHA 

On a 7-9 choose 1, on a 10+ choose 2 

– They can understand you

– You can understand them 

SONG OF ARBORS 

When you harmonize the Song of Arbors with the wind in the leaves of a natural forest, roll+CHA

On a hit you can communicate with the old trees nearby. On a 10+ they also have directly useful information for you. 

SONG OF BONDING 

When you intonate the Song of Bonding in a duet with a fellow elf you gain a Bond:

____ and i are bond forever by the Song of Bonding. 

At anytime you can ask the GM 

“Is my bonded partner in danger” and they will answer you truethfully. 

SONG OF MERRIMENT 

When you twitter the Song of merriment around a hearth or campfire, all dark thoughts, anger and worries are washed away and everyone experiences a moment of pure joy

SONG OF SILENCE 

When you utter a single syllabel from the Song of Silence to someone, roll+CHA.

On a 7-9 your target can’t raise their voice to address you. On a 10+ they can no longer use their voice at all until you stop recitating the Song to yourself in silence. 

SONG OF SWORDS

When you lift up your voice in the Song of Swords over your elven Blade, roll+CHA 

On a 7-9 choose 1, on a 10+ choose 2 

– Your blade gains an additional range category as long as you keep singing 

– Your blade gains piercing 2 as long as you keep singing

– Your blade can harm incorporeal beings as long as you keep singing

– You can share your blessing with another elven blade 

STRAIN OF FAR SIGHT 

When the air is filled by the Strain of far sight song, roll+CHA. 

On a hit your view expands and you can see as far as an eagle can. On a 10+ you can also ask one question from the discern realities list. When you stop singing the effect ends. 

SUPPLICATION OF THE WIND 

When you raise your voice to the gales in the Supplication of the Wind, roll+CHA

On a hit choose 1

– The wind strengthens into a storm

– Bring winds to doldrum 

– Put winds into your sails in a direction of your choice 

On a 7-9 the effect lasts only for a short while. 

You may also sing this song and ask the winds how long a storm will endure, they will answer you. 

THRENE OF THE CHAMELEON

When you whisper this song under your breath, roll+CHA 

On a hit you are invisible to anyone not directly looking for you as long as you stand still. 

On a 10+ you can still move around slowly without loosing this effect. 

Remember that your song might still be heard.  

WEATHERSONG 

When you sing the Weathersong under the morning sky you may ask “What will the weather today bring”, the GM will answer you truthfully.