I’m always forgetting about +1 Forwards / Ongoing.

I’m always forgetting about +1 Forwards / Ongoing.

I’m always forgetting about +1 Forwards / Ongoing.

I’ve heard about City of Judas’ Advantage Dice and I think it’s a great way to keep track of bonuses.

Here’s how I plan on using it, I need a sanity check to make sure it would actually work without hassle.

When you gain +1 Forward, instead, take +1 on the Advantage Die (AD). If you gain +1 Ongoing, instead take +2 on the Advantage Dice. During any roll, you can replace the result of one die with the score on your AD. If you do so, reset your AD to 1. At the end of the session, reset the AD to 1.

For my upcoming campaign, my players are going to be in a world where strong emotions can bring about super human…

For my upcoming campaign, my players are going to be in a world where strong emotions can bring about super human…

For my upcoming campaign, my players are going to be in a world where strong emotions can bring about super human powers. The campaign should constantly be escalating, with ever greater stakes. Intensity rising, until things reach a crescendo, releasing in an explosion of emotions.

However I’m having trouble choosing fitting emotions. My thoughts are to link each stat with an emotion, and create a move similar to Defy Danger that would let the players preform ridiculous feats based off which emotion they are feeling. For example, I’m thinking anger would link to Strength and would let the players punch through great stone walls, or determination for Constitution, allowing players to hold that door open even as their bones break and their muscles are filled with arrows. Of course its not something they can do at any moments, and it will have costs, but that’s not to important right now.

Most importantly, the emotions need to evoke action and movement from the players.

Taking the feedback I got from you all, I’ve created my first draft of my custom move: “The Lich’s Curse”.

Taking the feedback I got from you all, I’ve created my first draft of my custom move: “The Lich’s Curse”.

Taking the feedback I got from you all, I’ve created my first draft of my custom move: “The Lich’s Curse”.

It’s a combination various suggestions melded into something I think will be pretty cool. However, it’s the first draft and first drafts can always be better. Check it out and leave a comment to let me know what you think!

Also, if you’d like to adapt it for your own games please do, it would be easy to replace the Drazhu specifics with some more general “curse” terminology. I’d love to see other versions.

Looking for advice on a move and I hope you can help me out.

Looking for advice on a move and I hope you can help me out.

Looking for advice on a move and I hope you can help me out.

In my current “Curse of Drazhu” campaign Cassius the Paladin, in a battle with Drazhu, had his sword shattered by the lich’s dark magic. The frozen shrapnel lodged in his body and is now poisoning his soul and turning him evil. He quests to find a cure for his affliction.

I’d like to create a custom move to give some mechanical weight to the curse. I want to encourage the player to make some tough choices. For example, perhaps embracing evil benefits him somehow? Or, choosing good could be rewarding despite penalties?

So, I call upon the wisdom of the Tavern, how would you make Cassius’ curse interesting?

Not sure if this is quite the right spot to post racial moves, but I’ve been pondering running a Dungeon World game…

Not sure if this is quite the right spot to post racial moves, but I’ve been pondering running a Dungeon World game…

Not sure if this is quite the right spot to post racial moves, but I’ve been pondering running a Dungeon World game in the Elder Scrolls setting, and I was hoping to get some critique on these racial moves I’ve made.

As a note, I plan on using the Class Warfare book instead of the predefined playbooks.

ARGONIAN:

— You are immune to mundane diseases and poisons, and can breathe underwater.

KHAJIIT:

— Your hands count as weapons with the [HAND] range, and either the [PRECISE] or [MESSY] tags. You can see perfectly even in complete darkness.

ALTMER (High Elf):

— Whenever a magical effect happens close by, you can feel it.

Choose one Cantrip and one 1st Level spell. You can cast it even if you lack spellcasting ability otherwise.

BOSMER (Wood Elf):

— You can speak to, and understand, animals as if they were people. When you Spout Lore or Discern Realities regarding wilderness environments or creatures take +1.

DUNMER (Dark Elves):

— Whenever you take damage from a fire-based source, reduce the damage by half. You also have an Ancestor Guardian spirit that acts as a hireling. The hireling has no Cost, but only 1 point to spend on Skills, and if lost can be resummoned when you Make Camp.

ORSIMER (Orc):

— Once per battle you may reroll a single damage roll (yours or someone else’s). You can judge the worth and mettle of armor and arms at a glance.

BRETON:

— Choose one Cantrip. You may cast it even if you otherwise lack spellcasting ability. If you are adversely affected by a spell or directly magical effect, take +1 forward to your next roll.

IMPERIAL:

— When you make camp in a dungeon or city, you don’t need to consume a ration. Whenever you find treasure, you find 2d6 Gold in addition to whetever else you find.

NORD:

— You are completely immune to mundane cold, and take half damage from magical cold. As long as you are touching the ground, you cannot be moved by attacks that also deal damage.

REDGUARD:

–Gain +1 forward to parley with anyone who

has seen you fight. Gain +1 to spout lore on anything related to warfare.

Looking for thoughts on my custom performance moves!

Looking for thoughts on my custom performance moves!

Looking for thoughts on my custom performance moves!

Here’s the background:

I am running a oneshot game on the weekend where the party (four people) want to play a travelling performance troupe (they aren’t all bards, so they are a pretty rag-tag group). The adventure is going to be focused on the final round of the national competition (no idea how they got to that stage given their terrible reputation… I’ll be interested to hear them explain that!). The prize is a musical instrument artefact (it’s cursed, and will steal noise from the world if played… not that anyone knows that). I am expecting the party to compete dirty. They’ll either try and steal the artefact, or they will bribe and sabotage their way to a final performance.

In the situation where they do end up performing, I’ve come up with some custom moves. I’d be interested in your thoughts!

Perform as a Troupe:

When you perform as a troupe, each member must make the “aid in a performance” move. The sum of performance points contribute to this move:

* on a 10+ you blow the audience away, you are the clear winner.

* on a 7-9 you did admirably, but it’s close. It’s going to come down to the judges.

* on a 6- well, that didn’t go well, and everyone knows it.

Aid in a performance:

When you aid in a performance, roll+CHA.

* on a 10+, contribute 3 points to the performance

* on a 7-9, choose 1:

– contribute 2 points to the performance, but the next person to roll for the performance carries -1 forward. Explain how this happened. (this option is only available if you are not the last to roll)

– contribute 1 point to the performance

* on a 6-, contribute -1 points to the performance

Doing things to sabotage, or to help their performance before hand will earn them +points forward on the troupes performance.

Bribing or blackmailing the judges will determine the result if it comes down to the judges to decide the result.

I’ve tried to balance the performance points for four people.

Thoughts, suggestions? At the moment it is quite specific to a competition, so I’d be interested to see how would you modify it to be more general purpose.

A set of experimental, alternative melee combat moves that originally began as a shower thought.

A set of experimental, alternative melee combat moves that originally began as a shower thought.

A set of experimental, alternative melee combat moves that originally began as a shower thought. By experimental, I really mean that I just finished writing these on a whim.

Inspired by AW 2E, Jeremy Strandberg’s Heartbreaker World, Paul Taliesin’s alt. harm moves for AW, and probably other PbtAs.

Force Your Way

When you attempt to achieve something by brute force, expect the enemy to resist it. (If there is no enemy, you’re just Defying Danger.)

Then, roll+nothing. On a hit, choose equal number of options to your STR from below. (You can still choose one if your STR is below 0.) On a 10+, choose one more:

* You deal your damage.

* You create an advantage; describe it and get +1 forward to act on it.

* You achieve what you set out for.

* You avoid enemy’s resistance and take no damage.

On a miss, enemy makes a move against you and you may try to avoid it. (If you don’t, suffer the consequences.)

(Note 1: perhaps you can give a move that grants +1 or 2 ongoing to Forcing Their Way through to Fighter, Paladin and such. They’re supposed to be adept at combat, after all.)

(Note 2: I’m also thinking about restricting deal damage option to 10+.)

Assault

When you assault an enemy and you’re in control of the situation, roll+STR. (If you’re not in control, you’re Forcing Your Way through.) On 10+, you deal your damage to the enemy. On a 7-9, enemy also attacks you back. Choose one:

* You withdraw from attack and defend yourself; enemy controls the situation now.

* You attack anyway (deal your damage) and expose yourself to the enemy’s attack.

Suffer Harm

When you take damage, roll damage dice and subtract from your current HP accordingly (after armor if any).

If the damage is 12+, you suffer a mortal wound. Choose one from the 10+ list and another from the 7-9 list below.

If it’s 10+, you’re severely injured. Choose one; or GM choose 2 from the 7-9 list below.

* You take 2 debilities.

* This wound can’t be healed easily; you can only stop it from getting worse for now.

* One of your limb is disabled. Maybe you just sprained it’s joint. Maybe it’s broken or ripped off.

* You’re out of action for a while.

If it’s 7-9, you’re badly hurt. Choose one:

* You take one debility.

* You’re a mess: bruised, scratched, bleeding profusely.

* You lose your footing or end up in a worse position.

* You lose grip of whatever you’re holding.

* You’re stunned.

If it’s 6-, tis but a scratch you’re definitely hurt but you can ignore it for now.

Edit 1: rewritten Force Your Way (previously Use Brute Force) to be clearer.

Edit 2: changed wordings in general.

My first attempt at a custom move. Intended for seafaring or island stranded folks. How would you change this?

My first attempt at a custom move. Intended for seafaring or island stranded folks. How would you change this?

My first attempt at a custom move. Intended for seafaring or island stranded folks. How would you change this?

When you resist the overwhelming waves roll + STR. On a hit you are tossed to a dry, safe place.

On a 10+ choose both.

On a 7-9 choose 1.

On a 6- the waves do what they please.

-You do not lose anything valuable.

-You have sustained no major injuries.

Edited version

Outside of narratively supporting it, how would you write a custom move/spell for the dnd spell, ‘Sphere of…

Outside of narratively supporting it, how would you write a custom move/spell for the dnd spell, ‘Sphere of…

Outside of narratively supporting it, how would you write a custom move/spell for the dnd spell, ‘Sphere of Darkness’?