When attempting to hack Undertake a Perilous Journey for use in an ever-changing magical Labyrinth, I realized for…

When attempting to hack Undertake a Perilous Journey for use in an ever-changing magical Labyrinth, I realized for…

When attempting to hack Undertake a Perilous Journey for use in an ever-changing magical Labyrinth, I realized for the first time that it’s really just a team Defy Danger, with the danger being whatever is making the journey perilous: being attacked, getting lost, running out of food, etc. 

Journey Through the Labyrinth

When you attempt to travel a significant distance through the Grey Labyrinth, divide the roles among the party:

Scout: Roll +WIS to defy the danger of being ambushed.

Navigator: Roll +INT to defy the danger of becoming lost.

Quartermaster: Roll +WIS to defy the danger of theft/accidents. 

Note: A 10+ means that you are able to not only defy the danger, but also help the party.  A scout might find something valuable, navigator figures out a shortcut, quartermaster reduces rations required, etc. GM will describe.  

(These rolls work using the basic Defy Danger mechanic:  10+ you avoid danger, 7-9 things get worse but you can still keep the party out of trouble)

Our Dis is eating some planes with interesting technology.  Time to expose Dungeon World to some Gamma radiation!

Our Dis is eating some planes with interesting technology.  Time to expose Dungeon World to some Gamma radiation!

Our Dis is eating some planes with interesting technology.  Time to expose Dungeon World to some Gamma radiation!

When you examine an extraplanar artifact, roll +some ability that the GM picks.  On a 7-9, choose 1.  On a 10+, choose 3.

    * You learn the artifact’s purpose and how to use it

    * The artifact is still usable

    * No one is harmed

    * You may take +1 to your next roll to understand a similar artifact

    * You may ask the GM one question about the artifact’s last owner

I don’t know if the last two are really awesome or not.

There’s a thing that turns out to be a super-fun in DW: amnesia.

There’s a thing that turns out to be a super-fun in DW: amnesia.

There’s a thing that turns out to be a super-fun in DW: amnesia. One of my players made a Bard with amnesia. At first I was like, okay, amnesia, but then Bonds kick in and the fun starts:

I owe a great sum of money to ______ (before amnesia).

et cetera.

And for the next play I made a move.

Do you know Tyler Durden?

At the beginning of a session or when something jogs up your memory, roll+Int. On a 10+, hold 3. On a 7-9, hold 2. On a miss, you hold 2 and GM holds 1. Spend this hold 1-for-1 to catch the glimpse of a flashback when you first encounter a place, a person or a thing.

Another Witcher move. I’m unsure about the effects of the last two signs, so please, give me some feedback!

Another Witcher move. I’m unsure about the effects of the last two signs, so please, give me some feedback!

Another Witcher move. I’m unsure about the effects of the last two signs, so please, give me some feedback!

Sign Magic

Signs are a quick-and-dirty combat magic used by witchers to even the odds and gain an advantage. You start with the knowledge of two Signs of your choice. When you make a sign in combat, roll +int. On a 10+, it comes out perfectly; on a 7-9, you still do it, but get yourself into danger, do some collateral damage, or get only a partial effect.

The Signs and their effects: 

Aard: Sends out a wave of force that pushes and stun a target.

Igni: Unleashes a bolt of fire, dealing your damage.

Yrden: Creates a magical trap that immobilizes a target.

Quen: Surrounds yourself with a magical armor, giving you +1armor (?)

Axii: Charms a target, disorienting them and making them help you someway (?)

I’ve just completed the first session of my new campaign, and I don’t know where to start with fronts – there’s just…

I’ve just completed the first session of my new campaign, and I don’t know where to start with fronts – there’s just…

I’ve just completed the first session of my new campaign, and I don’t know where to start with fronts – there’s just too much going on.

It wasn’t what I expected but I appear to have a deep political intrigue, with an off screen necromancer, a scheming duke, his lecherous son (who appears to be working against him), the old befuddled imprisoned king (although its unclear who imprisoned him – he was thought dead) , elves who appear to want to protect the king but for whatever reason do not want him reinstated to power, an elvish hero outcast from him people but once betrothed to the Kings daughter (presumably the princess). Finally I appear to have an order of inquisitor monks, who appeared less than two years ago from nowhere, heavily funded by someone and built a number of monasteries across the country. The built a reputation with the people

As if this wasn’t enough we appear to have a magic hating theocracy to the south, an expansionist xenophobic (non-human hating) dictatorship to the north, shamanistic orcs in the mountains and the very real threat of the war on two or three fronts if these various nations see the kingdom weakened by strife.

Finally we have a magical disease, created by the off screen necromancer which appears to be spreading through the country

I’ve also got a host of minor characters – in the form of a blacksmith and his family, a young man who wanted to be a monk, and various members of the local city guard.

So many threads I don’t know where to start – and from that lot I need to find a Campaign Front and an Adventure Front.

I have a plan though. I’m going to sleep on it and see if things are clearer in the morning 🙂

Random Move of the Day

Random Move of the Day

Random Move of the Day

Always Outnumbered, Never Outgunned

If you find yourself in need of a weapon, choose a weapon from the equipment list and roll + WIS.  On a 10+ you have it (you had it all along, you find it miraculously nearby, etc) on a 7-9 you either have something like what you wanted (but not exactly) or you expose yourself to danger or harm first.

Still about Witcher moves, here’s another starting one:

Still about Witcher moves, here’s another starting one:

Still about Witcher moves, here’s another starting one:

That Rumor is True

You can parry crossbow bolts, arrows and such. This is just another way to defy danger – the move simply gives you the opportunity to make a cool description. You can roll wither Strength or Dexterity, as you prefer.