Hi everyone.

Hi everyone.

Hi everyone.

Sometime ago Aleksandr Ermakov gave me a link to this discussion (http://story-games.com/forums/discussion/comment/400873#Comment_400873) and mini-hack mentioned there. I was impressed and even had a post (http://mycampaigns.blogspot.ru/2012/12/blog-post_6356.html) in my blog about it (it’s in Russian). It is very short hack (more a custom move probably) so here:

When you resist harm, the MC will tell you what injury threatens your life. Roll+number of hit points you’d like to spend. One a hit, choose options. On a 13+, all of them. On a 10+, choose 2. On a 7-9, choose 1.

* You can ignore this injury for now, it doesn’t hamper you

* You got lucky: the injury’s not as big a deal as it seemed

* You maintain your position or advantage, and can react immediately (maybe even take +1forward)

On a miss, you suffer the injury in full, right now.

I liked it very much and thought about using it in my upcoming DW campaign. Then vsh (its reader handle) mentioned that this hack has a problem – it doesn’t account for armor. Any thoughts about how it can be fixed?

http://story-games.com/forums/discussion/comment/400873#Comment_400873)

The first draft of another move for a possible Witcher class:

The first draft of another move for a possible Witcher class:

The first draft of another move for a possible Witcher class:

Witcher Alchemy

When you mix strange herbs and monster parts with strong alcohol, choose one or more effects for your potion:

° It restores 1d8 hit points

° It gives +1ongoing to perform a specific task (ie. dodging blows, casting fire spells, sensing danger, etc.)

° It increases damage dealt with weapons or spells by +2

You can choose the same effect multiple times, for example crafting a potion that heals 2d8 hit points or gives a +4 bonus to damage.

After you made your choice, roll +effects chosen. On a miss, the potion has only 1 minor side effect; on a 7-9, 1 minor and 1 major side effect; on a 10+, 2 and 2.

Side effects:

° It’s toxic: the DM can deal 1d6 (if minor) or 1d10 (if major) damage to you once or twice during the duration

° It’s hallucinating, weakening or otherwise incapacitating: it gives you -1ongoing (minor) or forces to defy danger (major) whenever you do something it wasn’t made to boost

° It requires a lot of rare ingredients: take -1ongoing to craft more (minor) or you’re flat out of stuff (major) until you resupply

The DM can choose to apply the minor and major version of an effect at the same time: a really deadly potion may deal 1d6+1d10 damage, for example. 

When you try to find a place you have heard of within Hogwarts roll + INT on a hit you find it before you are needed…

When you try to find a place you have heard of within Hogwarts roll + INT on a hit you find it before you are needed…

When you try to find a place you have heard of within Hogwarts roll + INT on a hit you find it before you are needed elsewhere. On a 10+ you discover some new facet of the castle. On a miss you are called away before you can find it. Someone is upset with you.

When you rush through the halls of Hogwarts to find or lose someone roll + CHA. On a hit you catch or lose them. On a 10+ you do so in a timely manor. On a miss you get caught or lose your quarry and the GM may make a Hard Move against you.

When you wander the halls of Hogwarts aimlessly roll + WIS. On a 10+ your GM will offer you a Golden Opportunity. On a 7-9 you are unbothered in your perambulations. On a miss you open yourself up to a Hard Move.

Hey guys.

Hey guys.

Hey guys. I’m in the infant stages of running my very first campaign [and my first time playing DW, to boot]. I’ve decided to introduce a drug made from coalesced and crystallized raw magic. The idea is that it causes vivid waking dreams, hallucinations, and any number of other effects that could reasonably come from snorting magic like cocaine.

In any event, I’ve tried to model it with a custom move. This is my first time trying this sort of thing; I thought i’d take it to you guys for critique and suggestions as I’m sure there are a number of ways this could be improved. Thanks, guys.         

When you ingest glamour roll 2d6 + Con. *on a 10+ pick 2 from below *7-9, pick 1. Either way, you experience vivid hallucinations and your high lasts about an hour.  

* You don’t take -1 to INT, CHA, or WIS [DM choice] until you take Glamour again

* You take +1 ongoing to any rolls that use WIS until the Glamour wears off.

* The vivid hallucinations you’re experiencing provide a glimpse of things to come. hold (2) and spend one for one to take +1 to defy danger.       

Random NPC quotes from Baldur’s Gate make me want to write Dungeon World moves.

Random NPC quotes from Baldur’s Gate make me want to write Dungeon World moves.

Random NPC quotes from Baldur’s Gate make me want to write Dungeon World moves.

“Don’t Touch Me, I’m Super Important”

Against attacks by anyone who recognizes your authority, add your CHA to your armor.

Daydreaming up moves for my Artificer build is on the back burner, but I’d love to cook up a number of either pet,…

Daydreaming up moves for my Artificer build is on the back burner, but I’d love to cook up a number of either pet,…

Daydreaming up moves for my Artificer build is on the back burner, but I’d love to cook up a number of either pet, MacGyver, or industrial moves to match the playstyle.

A thought struck me while looking at discussion of something else…in Dungeon World (and the other *World games)…

A thought struck me while looking at discussion of something else…in Dungeon World (and the other *World games)…

A thought struck me while looking at discussion of something else…in Dungeon World (and the other *World games) you can get the functional equivalent racial stat penalties with racial moves.

If you’re from one of the small humanoid species, for instance, you have to do the Now It Fits move on newly acquired weapons and armor or carry forward a penalty on using them, and you get a bonus on that move if you have access to really good tools, a proper workshop, or someone with experience doing it. In other words, being one of those species means a short social scene every so often, with the chance for interesting complications.

Likewise if, say, you come from a species that takes a Charisma penalty in d20 rules for being arrogant bastards. Your move is something like I Bring No Sneer, and you use it in response to provocation to show your willingness to treat others as equals.

As Joel Robinson used to say, what do you think, sirs?

Into every life a little stupidity must fall.

Into every life a little stupidity must fall.

Into every life a little stupidity must fall. Here’s some of mine. I’ve been enjoying Jacob Randolph’s alternative playbooks, but I can’t tell: is the Mage supposed to use the Wizard spell list, or free-form it?

http://rpg.drivethrustuff.com/product/108623/Dungeon-World-Alternative-Playbooks