This week, my PCs went after bandits in the woods.

This week, my PCs went after bandits in the woods.

This week, my PCs went after bandits in the woods. They got ambushed, but just before fighting broke out, the wizard charmed the lead bandit. Now they’ve convinced him they want to BECOME bandits, and are going to have to participate in an initiation ceremony.

I told them it involved drinking a really nasty beverage; they have to swallow it all without gagging or hesitating. I want to have a special move for them to drink. One consequence, if they DO swallow it all, is that they are charmed (not by the bandit king, but by his wife, actually, who brewed the drink).  But what would be GOOD results of drinking?

Failing to drink provokes a battle between the attempted drinker and the bandit king; its presumed at that point that they were not charmed and are a liability if they continue living.

Seeking advice for a set of custom moves involving tracking/hunting, trapping, and foraging for dungeon rations when…

Seeking advice for a set of custom moves involving tracking/hunting, trapping, and foraging for dungeon rations when…

Seeking advice for a set of custom moves involving tracking/hunting, trapping, and foraging for dungeon rations when your PCs don’t have any and don’t have a shop to go to for more.

The PCs in my PbP Dungeon Planet game and I have written several version already, so I’ll post the two latest ones with some feedback/concerns from the PCs. We wanted to try ourselves first, but we’re still not coming to a consensus, so I’m turning to the Tavern, because you are all awesome and I’m more than certain I’m not the only GM who’d love to have a set of custom moves like this for their DW game. 🙂

Version #1:

TRACK & HUNT

When you spend the day hunting, roll +WIS, 

On a 10+, you may then roll VOLLEY or HACK&SLASH;

On a 7-9, as 10+, but you got lost while tracking your prey

On a hit on the VOLLEY or H&S roll, you kill your prey and, if you rolled 7-9, apply the result of either move you chose

TRAPPING

When you spend the day trapping, roll +INT, or +WIS. 

On a miss, something ate your trapped animal, now the predator wants you. On a hit, you’ve trapped 1d3+2 rations-worth of animal(s). 

On a 10, pick 1, on a 7-9 pick 2:

* Slim pickins, -2 rations.

* You’ve attracted a predator.

* You contract a disease from your prey. The GM will give you the details.

* You suffer 1d6 damage from the environment.

FORAGING

When you spend the day gathering, roll +WIS. On a miss, you’re lost. On a hit, you’ve trapped 1d2+2 rations-worth of plants. On a 10, pick 1, on a 7-9 pick 2:

* Slim pickins, -2 rations.

* You’ve attracted a predator.

* Your rations are poisonous, or otherwise disagreeable. The GM will give you the details.

* You suffer 1d6 damage from the environment.

Version #2

TRACK AND HUNT

When you spend a good amount of time tracking and hunting down prey, roll +WIS.

*On a 10+, you successfully hunt down a sizable quarry or several, smaller ones without any complications. Describe what they are. Add dungeon rations (5 uses, 1 weight) to your gear after you skin them. 

*On a 7-9, as above but not without complications. Choose one:

• You’ve become lost while tracking your prey, and you run into danger. The GM will describe it to you.

• You’ve contracted a disease from your prey. The GM will describe what kind. Take the SICK debility.

• The prey you were chasing put up a good fight. Take d6 damage.

TRAPPING

When you spend a good amount of time constructing a trap and waiting patiently for your prey to fall for it, roll +INT or +WIS and describe your process of trapping the prey accordingly and what it is. On a hit, you trap the prey successfully. Add dungeon rations (5 uses, 1 weight) to your gear after you skin them.

*On a 10+, choose 1. *On a 7-9, choose 2:

• The trap falls apart or, otherwise, can not be reused. 

• Slim pickings. You’ll have to make do with what you can. Subtract 2 uses from the dungeon rations you acquired.

• You’ve contracted a disease from your prey. The GM will describe what kind. Take the SICK debility.

• You’ve attracted a predator, placing yourself in a dangerous situation. The GM will describe what it is.

FORAGING

When you spend a good amount of time foraging for fruits, vegetables, nuts, or anything equivalent and edible, roll +WIS.

*On a 10+, you successfully gather a sizable portion of edible, non-meat, food without any complications. Describe what you found. Add dungeon rations (5 uses, 1 weight) to your gear.

*On a 7-9, as above but not without complications. Choose one:

• Slim pickings. There just wasn’t a whole lot around. Subtract 2 uses from the dungeon rations you acquired.

• The food was spoiled, rotten, poisonous, or otherwise disagreeable. The GM will describe how. Take the SICK debility.

• You’ve attracted a predator, placing yourself in a dangerous situation. The GM will describe what it is.

Cool, so there are the two versions. Version #2 is, essentially, a revision of #1.

Concerns:

• Player feels it’s weird only using +WIS for Hunt and Track – that strong/dextrous PCs wouldn’t be as good at hunting as wise/perspective ones.

— Fair point; however, I’m not a fan of calling for another move within a move. Perhaps leave it as a choice between WIS, STR, DEX?

• Player said, historically, foraging usually brought less food per time unit than hunting or trapping and suggested Foraging shouldn’t bring in as many rations or should simply take more time.

— More time, perhaps. I defended keeping the rations the same for two reasons: 1) ‘Historical accuracy’ falls apart when we’re talking about a game of Dungeon Planet and being stranded on a planet similar to Earth, but millions of light years away. Things could be totally different. 2) Simplicity. If we’re designing two moves to bring in dungeon rations, the same thing should be acquired at the end, right? You could make the argument that since they’re different moves, they can bring in different amounts, sure, but that’s not keeping things simple. And this is DW. 

Point is for the PCs to spend background time tracking and hunting or trapping prey or foraging for food when they’re completely out of dungeon rations and have no place to buy them (or steal them from).

OR are these custom moves a waste of our time, and I should just let them find rations somewhere or have some NPC/monster carry some? That sort of defeats the struggle of being stranded on an alien planet – for this game, at least (though these are custom moves that can be used in any DW, I think).

I’m dying to hear what you guys think.

Cheers!

Richard Robertson Philip Espi Matt Smith Chris Sakkas Joshua Royer Tagging you five, since you’re playing this game!

Kasper Brohus You used to play in the game, so I’m tagging you too. 🙂

So I have a bunch of work to do and a *World hack to write for a contest and other stuff I need to write.

So I have a bunch of work to do and a *World hack to write for a contest and other stuff I need to write.

So I have a bunch of work to do and a *World hack to write for a contest and other stuff I need to write. So, of course, I’m thinking about moves for the “Expedition to the Barrier Peaks”-style DW module I’m never going to write. Because I can never work on what I’m supposed to be working on at any given moment.

When you try to figure out how a piece of alien technology works, roll +Int. On a 10+ you gain a Step towards understanding what it does and how it works. On a 7-9, you still gain a Step but the device activates in an unpredictable (and probably dangerous) way. On a 6-, it’s possible that the device breaks, which means you can’t figure out any more Step for it until it’s fixed or you find another one.

Alien objects require a number of Steps to be figured out before you can use them, and you can’t use them effectivly until you’ve figured them all out. Using the device before you’ve figured out all the Steps may be unable to perform actions relevent to that step.

Laser Pistol

Far, 2 piercing, 3-ammo

Initial Impression: It looks kind of like a small crossbow, but without the bow part; I guess it’s a weapon maybe?

Step 1: ZAP Yup, it’s a weapon. Although it seems to work more like a magic wand.

Step 2: Oh, I see, this is the magic power source, because when it slides out the thing stops working. I hope there’s more of these power things around.

3-D Printer

This device creates objects sort of out of thin air!

Initial impression: It’s an open box. There’s a lot of little arms and things in there, and a switch on the front.

Step 1: Hey, when you press the switch, the arms move around and make something out of thin air! Neat, it’s a mug!

Step 2: Oh, I see, there are these tube things leading to this other container of goop. I guess that’s what it’s making the item from? I guess if we find more goop we can pour it in there when it runs out.

Step 3: Look at this, there’s this little flat disc thing that fits into a slot on the front. When I take it out, the box doesn’t work. And there’s a small container full of other discs right here…

(I had a brief flash of inspiration at work, and posted this move on twitter.

(I had a brief flash of inspiration at work, and posted this move on twitter.

(I had a brief flash of inspiration at work, and posted this move on twitter. People there seemed to like it, so I thought I’d share it over here!)

BLUE MAGIC: When a monster move is used on you, roll +INT. On a 10+, you may add that move to your memorized spells: cast it using “Cast A Spell” as normal. On a 7-9, as a 10+, but the monster’s instinct replaces your current alignment move until you’ve ‘forgotten’ that move one way or another.

Dungeons of the Wild West… imagine steampunk meets the frontier.

Dungeons of the Wild West… imagine steampunk meets the frontier.

Dungeons of the Wild West… imagine steampunk meets the frontier.

So far I’m thinking The Sheriff, The Outlaw, The Native, The Engineer

What other concepts come to mind?

Since my crowdsourced magic item thread went so well, let’s do it again but with a twist – I want custom moves for…

Since my crowdsourced magic item thread went so well, let’s do it again but with a twist – I want custom moves for…

Since my crowdsourced magic item thread went so well, let’s do it again but with a twist – I want custom moves for these locations, and the more the merrier. They are in three sets so each can build in thematic ways if you like. Feel free to use legendary figures and places mentioned in the magic items – Krasa-Samo, Kab, Belobor, the Diagon Priesthood, the gods Svarog and Morana, Breda the Mad, Queen Mala, the Gull Horde, the Jagodar, the Tuchkonen, etc. I want terse but colorful specific moves with effects

Tropical set

VILLAGE OF GRUGIAU’S MOUND

HELLSWAMPS OF EZER

ACCURSED TEMPLE OF VELL

DWARVEN RUIN  OF TAKAAN-DOSTI

Steppe set

VILLAGE OF THE KAUD

KAUD-AMENI WASTES

TOWER OF THE SKULL WIZARD

DWARVEN RUIN OF TAKAAN-PIRI

Arctic set

VILLAGE OF NAJA’S INLET

ICE DESERT OF OLAR

OFFERING PIT OF TURIK

DWARVEN RUIN  OF TAKAAN-VEIMI

Contribute as many as you want, and thanks!

A move I designed for one of my players.

A move I designed for one of my players.

A move I designed for one of my players. The guy stills looks for something more appropriate for his idea of the character, but I like it as it is.

Mind’s eye theatre

When you have an audience willing to stop and listen, you can present them with a story so vivid and powerful it will unfold as a set of stunning moving pictures before their minds’ eyes. Though same in appearance and plot the pictures will have a slightly different set and tone for each of the listeners, striking the most susceptible chords of their souls. Choose the underlying motive of your tale, try to make the story true and real and roll. If it is…

…a ballad of fighing prowess and unmatched bravery, +Str.

…a tale about feats of agility and artfull dodging, +Dex

…a eulogy to resilence and self-sacrifice, +Con

…an insightful story spreading knowledge and true understanding of the word, +Int

…a parable prasing unobvious desicions and carefully weighted choices, +Wis

…an anecdote about charming scoundrels and witty lovers, +Cha

On a 10+ for a while after the performance ends the audience will share a strong emotion you chose as a motive of your story and some of the listeners may even briefly show treats and skills of its heroes.

On a 7-9 the audience will share the basic emotion conveyed by the story although it will be strongly influenced or distorted by personal experiences making the reactions hard to predict.

A little tool I plan on giving the PCs in my game:

A little tool I plan on giving the PCs in my game:

A little tool I plan on giving the PCs in my game:

When you perform the Rite of Anarazel in a cursed place, ruined place, or dark place under the surface of the earth:

– If you make an offering of blood, Anarazel will reveal to you the location of a notable monster or enemy.

– If you make an offering of coin,  Anarazel will reveal to you the location of a memorable treasure.

– If you make an offering of secrets, Anarazel will reveal to you the location of an important truth about the world.

– If you make an offering of your service, .Anarazel will give you a task that will either fulfill your alignment or resolve one of your bonds. (Needless to say that this task will always further the demon-lord’s own interests as well.)