When you find the location of the Hillman’s home and bring a suitable gift, he will invite you in his home and…

When you find the location of the Hillman’s home and bring a suitable gift, he will invite you in his home and…

When you find the location of the Hillman’s home and bring a suitable gift, he will invite you in his home and challenge you to a game.

Roll +Con if you try to outdrink him

Roll +Str if you arm wrestle him

Roll +Dex if you play dice

Roll +Cha if you recite poetry

Roll +Int if you give him a riddle

Roll +Wis if you try to see through his trick.

On a 6- you pay a terrible price for your learning. You lose an eye/ear/voice(receive a suitable debility) but gain +1 forward once a session for the stat you rolled.

7-9 you may leave without boon or scar or take both. Lose eye/ear whatever and take boon (roll 3d6 for stat of choice and take higher two).

10-11 you take the boon and gain no scar

12+ you may take two boons for one scar

15 you may take two boons with no scar.

This is only a slightly refined rough and suggested improvements are much welcome.

So, let´s say you somehow (custom move?) manage to give a monster a debility, how would you handle this rules-wise?

So, let´s say you somehow (custom move?) manage to give a monster a debility, how would you handle this rules-wise?

So, let´s say you somehow (custom move?) manage to give a monster a debility, how would you handle this rules-wise?

ASK THE FATES

ASK THE FATES

ASK THE FATES

When the GM decides to let the Fates answer a question in his instead, define the odds – Likely/Unlikely (+1/-1), Very Likely/ Very Unlikely (+2/2) – and roll+odds.

12+: Yes, and…

10+: Yes.

7-9: Yes, but..

3-6: No, but…

2-: No, and…

This will help the action flow smoothly (there’s no simple”no” answer) and spark the creative juices. For example:

The thief reaches the treasure room and asks if there are guards there. The GM decides to trust the fates but believes there’s no change to the odds. If he rolls. . .

12+: Yes, there are 2 knights and more: the Vizir is overseeing them.

10+: Yes, you see two knights.

7-9: Yes, but there’s only one guard there.

3-6: No, but you overhear footsteps coming your way.

2-: Not a single one, and it seems the big chest on the corner is opened.

Inspired by Tomb of annihilation adventure.

Inspired by Tomb of annihilation adventure.

Inspired by Tomb of annihilation adventure.

Get involved in a dino race

When you mount a dinosaur and become a racer in a dino race, roll+CHA.

On a 10+, choose 3.

On a 7-9, choose 1.

* You are not wounded, don’t receive d8 damage

* You dino isn’t out of commission for a while

* You win the race

* You become the new flavor of the week

* Someone influent sees potential in you

Bet on a dino race

When you take wager in a dino race, say how much and roll+INT.

On a 10+, you chose the right racer, you win double your wager.

On a 7-9, choose 1:

* You win back your wager

* You don’t piss off someone influent.

* Next time will be the good one, gain +1 Forward on Bet on a dino race.

Back with the plague doctor and some move ideas. Any Advice?

Back with the plague doctor and some move ideas. Any Advice?

Back with the plague doctor and some move ideas. Any Advice?

1. Autopsia Cadaverum

When you spend an hour or so performing an autopsy on a recent corpse, you gain Understanding equal to your level +2. You can spend Understanding on creating various concoctions, during combat to exploit your knowledge of anatomy and when mending the wounds of those around you. (requires your Instruments)

– Inflict Wounds (Hand)

Spend 1 Understanding when using the move Hack & Slash to add 1d4 damage. (requires your Instruments)

-Field Surgeon

Spend 1 Understanding when mending your companions wounds and injuries. Heal for 1d8. (requires your Instruments)

2. Alkimie

When you have access to your Instruments, necessary materials and have some time you may spend 1 Understanding to create various concoctions in relation to biology & Thanatology. Describe what you are trying to create and roll +INT.

On a 10+ the GM will choose one

What you will need

How long it will take

In addition, on a 7-9, chose one.

The mixture is unstable. (gains the Dangerous tag)

The result is inconclusive. (potential risk and reward)

It is a crummy mixture, results in weak potency. (example healing potion only heals 1d4 instead of 1d8)

3. The Bold and the Blight.

If when performing the move Autopsia Cadaverum the corpse is ridden with plague, gain 1 bonus Understanding.

Spend 2 understanding to add the Pestilence tag to your Alkimie concoctions.

(Yet another) attempt at rewriting Parley

(Yet another) attempt at rewriting Parley

(Yet another) attempt at rewriting Parley

Comments on the original post, please!

Originally shared by Jeremy Strandberg

Because I can’t stop fiddling with the Parley move… how about this?

When you press or entice an NPC, say what you want them to do (or not do). If they have reason to resist, roll +CHA: on a 10+, they either do as you want or reveal the easiest way to convince them; on a 7-9, they reveal something you can do to convince them, though it’ll likely be costly, tricky, or distasteful.

Things that might convince them…

• A promise/an oath/a vow

• A chance to do it safely/freely/discretely

• Appeasing or appealing to their ego/honor/conscience/fears

• A convincing deception

• A better/fair/excessive offer

• Helping them/doing it with them

• Violence (or a credible threat thereof)

• Something they want or need (coin/food/booze/etc.)

• Concrete assurance/proof/collaboration

• Pressure from __/permission from __/help from __

(This list would probably go in the GM Playbook, alongside other “What’s Required” lists like those for Make a Plan and Chart a Course.)

Design thoughts: I’ve been playing with previous (draft 4.5… link in the comments) version of Parley for a while now, and it’s seen a lot of action. The biggest problem I find with it is that it just doesn’t give me enough guidance on the 10+ vs. the 7-9. I’ve tried to incorporate a lot of Johnstone Metzger’s thoughts and feedback, but the “do it or choose 1” on a 10+ vs. “choose 1 or 2” on a 7-9 just wasn’t prompting me enough.

What I like about this version is:

1) Keeps the open trigger. You don’t need to establish leverage before you roll, you just keep your eyes open for PCs pressuring or enticing NPCs and roll.

2) It avoids being mind control by the “or reveal the easiest way to convince them” on the 10+.

3) Unlike my previous versions, the “easiest way to convince them” makes it clear that what I (the GM) should reveal should be the minimum, the most accessible avenue. That might still be functionally impossible or really unpalatable, but you know on a 10+ that you’ll get either success or the best path forward.

4) The 7-9 gets me thinking about hard choices, dramatic choices. “Yeah, you could convince the leaders of the slave revolt not to murder their minders, if you suggested that they enslave their minders instead. What do you do?”

5) The bullet list doesn’t need to be explicitly part of the move, so I don’t need to include it (e.g.) on a basic moves handout. It can go the GM Playbook. It also doesn’t have to be exhaustive, right?

I’m sure this is a common newb GM thing, so I’m hoping there are some good instructions.

I’m sure this is a common newb GM thing, so I’m hoping there are some good instructions.

I’m sure this is a common newb GM thing, so I’m hoping there are some good instructions. In my limited playing/GMing I’ve never played or GM’d a druid. The Shapeshifter move is supposed to come with GM prescribed moves but I’m terrible at that and of course my first time GMing i have a druid. I’ve read some good stuff on GMing a druid, but I wonder if anyone has any stock moves for a sea adventure. Turning into sting rays or fish etc.

What are some exciting things that could happen in a large scale battle against a stronghold.

What are some exciting things that could happen in a large scale battle against a stronghold.

What are some exciting things that could happen in a large scale battle against a stronghold. The details need to push action and change the environment. Think zoomed out and off camera, too.

Something like:

-The archers loose a volley

-The calvary bursts in

-The southern wall collapses

-Raise the ladders!

-A mystic fog rolls in

-Release the trolls

-The city has been breached

I’m still dissatisfied with Undertake a Perilous Journey.

I’m still dissatisfied with Undertake a Perilous Journey.

I’m still dissatisfied with Undertake a Perilous Journey. For whatever reason, none of the modifications to the move I’ve read or created seems to click for me.

Then it came to me today. Why not just ask for plain Defy Danger?

I know, right? How innovative! If I’m dumb enough not to have thought about it before, I guess its worth mentioning XD.

Here’s the modified move:

Undertake a Perilous Journey

When you travel through dangerous lands, indicate the course you’d like to take. The GM will determine how many days the party travels before reaching the next point of interest, describe the scene and tell you to mark a number of rations. Then, each character describes what he does to help the party reach its destination and avoid dangers along the way and roll Defy Danger.

Point of interest here is a catchall term for any Danger, Discovery, Dungeon or Steading that the party will stumble upon, whether it’s randomly rolled through Perilous Wilds or a prepared encounter. It can also be a simple event such as “After X days, you only have 1 day of ration each and decide to make Camp” which would certainly lead the characters to Forage or otherwise do something about it (eat their horse… they’ll definitely eat their horses).