Which Druid’s Born of the Soil represents Jungle terrain?

Which Druid’s Born of the Soil represents Jungle terrain?

Which Druid’s Born of the Soil represents Jungle terrain?

My reflex was to go for Sapphire Islands, but then I think it sounds more asian (I picture India+China+Japan-ish) (elephants, monkeys, pandas, tanuki, tigers, etc) than jungle-y (Africa, Central/South America, Pacific islands).

Great Forest was my second guess, but then again I picture more temperate forests.

I had an epiphany while looking at the cleric class.

I had an epiphany while looking at the cleric class.

I had an epiphany while looking at the cleric class. It astounds me that I can still find hidden things in Dungeon World after all this time. So, I present my character concept, using the cleric to create a fictionally similar, yet different class.

The Monk

(I would advise speaking with your DM to make sure using your fists can still deal your class damage, at least with magic weapon cast on them. Otherwise, I would use the staff or another monk-like weapon.)

Race: Human (Chosen spell: Magic Missile)

Alignment: Lawful

Stats: Focus on WIS and DEX with the third best stat in CON.

Deity Domain: Whatever suits you (I will choose The Downtrodden and Forgotten)

Precept: Suffering

Divine Guidance

Turn Undead: Prayer Beads

Commune

Cast a Spell (Key Spells: Magic Weapon, Bless, Magic Missile [Ki Blast], Healing Spells, Harm, possibly Hold Person)

Starting Gear: Dungeon Rations, Symbol of the divine (Prayer Beads), Chainmail (can wear until you get divine protection or disregard it entirely), Staff and bandages, Healing potion.

Advanced Moves (2-5)

2: Divine Protection (classic monk ability)

3: Serenity (to keep magic weapon or bless up)

4: Divine Intervention for those matrix style dodges (or Empower for better Magic Missile damage or better healing)

5: Penitent (goes with my deity’s precept)

Advanced Moves (6-10)

6: Martyr (for those powerful Magic Missile counter attacks or a big heal)

7: Divine Invincibility (or Greater Empower)

8: Providence (to keep magic weapon and bless up)

9: Apotheosis (for flavor, or choose something else like Chosen One for Magic Missile as a Rote)

10: Divine Armor or Multiclass Dabbler for a monkish move from another class.

Obviously there is a lot of room for customization depending on the type of monk you want to play. I just thought it was a cool “what here is not what it appears to be” type of thing. What do you all think?

I’d be interested in knowing how you handle traps and their detection.

I’d be interested in knowing how you handle traps and their detection.

I’d be interested in knowing how you handle traps and their detection. This was something that always bothered me no matter the system since asking a player to roll for detecting traps is pretty much saying that there is a trap. As far as DW goes do you let non-thieves detect traps? Another concern is the monotonous task of checking every nook and cranny for traps, this can really slow a game down.

My way of dealing with it is assuming the thief is always on lookout for a trap and when one is present I just tell them to roll trap expert. I realize this ignores the trigger of having the thief constantly state they are carefully examining but I feel it keep the game flowing. For all the non thieves they need to trigger discern realities in order to have a chance of finding a trap. I feel this helps enforce the thief as someone you want in a party even if your purse ends up a little lighter.

How do you all handle traps? Any cool game moments involving a trap?

I’m hoping some of you could help me out.

I’m hoping some of you could help me out.

I’m hoping some of you could help me out. When you introduce a special item or an object/location with a custom move, how much do you reveal vs make them “figure it out”?

Take for example a shrine with a custom move. When they come across it, do you tell the players if they do such and such and roll this will happen? Do you make them guess? Spout Lore? DR?

DEFY DANGER 7-9 RESULTS

DEFY DANGER 7-9 RESULTS

DEFY DANGER 7-9 RESULTS

Hey, a friend of mine is GMing a DW game for the first time and was asking me for help on how to handle 7-9s on defy danger rolls. I also frequently find this challenging, especially in the middle of actual play. I ended up writing a bunch of thoughts for him (and for myself!), and thought I would share here for feedback. I’m certain some of you have much better insight and better ideas on how to handle this than I do!

**Side note: he was specifically asking for help with 7-9 results when players are dodging threats, so there is more of an emphasis on that here.

Ok, so in my experience one of the most difficult things to do is come up with satisfying 7-9 responses to defy danger, especially during combat. For one thing it is hard because you don’t want to just end up in a circle of stagnating 7-9 rolls. This is extra tricky because defy danger is a very common roll, and it takes all sorts of forms. Let’s use a few scenarios as examples:

-Dodging a magical attack in combat (in this case, let’s say a fireball)

-Dodging a regular attack in combat (The spider pounces at your with its fangs)

-An environmental challenge (climbing up a cliff)

-Sneaking into a camp

The first thing I try to keep in mind is that a 7-9 is fundamentally a success; the player gets what they were aiming for. The added part of 7-9 that’s tricky is to differentiate between “worse outcome, hard bargain, and ugly choice.”

WORSE OUTCOME – A fundamental success, but not quite as successful as you had hoped, or with a drawback you hadn’t expected. There are several ways to do this one. For me I tend to either take away a resource, deal damage, put them in a spot, use a location or monster move, or reveal an unwelcome truth.

Dodging a magical attack: TAKE AWAY A RESOURCE: “You roll under the fireball and it explodes behind you, but as you come up off the ground you realize that your pack got snagged on a rocky outcropping. You still have your weapons, but now you’re fighting without your gear.” [And if you want to add on a hard bargain…] “Oh, and the fire is spreading towards your bag.” OR “You hold up your shield as the fireball meets it and explodes around you. You drop what is now a hulk of melted metal just in time to avoid it fusing to your skin, but you’re ok.” OR “Throndir drops all his arrows” DEAL DAMAGE: This feels like a poor choice if the only threat of the fireball is damage in the first place. Maybe if the fireball is trying to blast you away from your enemy and you roll an 8, I might say “You hurl yourself forward as the fire forms just in time to avoid the explosion that would’ve knocked you away. Take 3 damage as the fire singes your skin, but you’ve managed to close with the mage.” In general though, I like to reserve damage for the hard bargain option, as it doesn’t feel fun as a player to receive unexpected damage on a “successful” defy danger. PUT THEM IN A SPOT: This one is money. “You jump out of the way of the fireball, but find yourself surrounded by the flames. The wizard’s skeletons march through the flames towards you, seemingly unfazed by the fire.” “You dodge the beholder’s disintegration ray, but it cuts away at the foundation of the gate, and now Jenn is standing on top of crumbling rock. What do you do?” USE A LOCATION OR MONSTER MOVE: “You easily dodge the fireball, but as you blink your eyes at the explosion of fire you see that the wizard has teleported on top of the pillar, well out of reach.” “The fireball goes off, missing you easily, but the mushrooms are catching on fire, each one exploding into a puff of dangerous spores as they go up in a blaze.” REVEAL AN UNWELCOME TRUTH: I have a harder time coming up with unwelcome truths to direct-damage threats, but sometimes I can think of something. “Tylis easily absorbs the fire ball with the flame eater’s shard, but the wizard just snarls and twists the top of his staff. It goes from an orange, flaming glow to a cold, blue crystal – seems he can change the element it uses!”

Physical attack: This is mostly the same as the previous. TAKE AWAY A RESOURCE: “You deflect the spider’s fang with your sword, but it knocks it out of your hand and well out of reach.” DEAL DAMAGE: Again, probably better to save for hard bargain imo. Works well if the spider has got you in its teeth, though: “You pry open the spider’s fangs, pulling yourself free, but you get cut up in the process. Take 1d6+1 damage.” PUT THEM IN A SPOT: “You dodge the spider’s fangs but it’s leg pins your cloak to the ground, holding you in place. You’ll have to deal with it here and now, and quick, because the other spiders are closing in…” USE A LOCATION/MONSTER MOVE: “You roll out of the way… right through a patch of the spider’s sticky webbing! Your left arm is pinned to your side and you can’t run like this.” REVEAL AN UNWELCOME TRUTH: “You roll out of the way, only to come face to face with the corpse of the child you were searching for, wrapped up in the spider’s web. How do you react?”

Environmental Challenge: TAKE AWAY A RESOURCE: “Throndir slips about halfway up the cliff, barely able to catch himself from falling. All of his arrows are jarred out of his quiver, falling into the abyss.” “The cliff is tougher than you expected, and you end up breaking quite a few hammers and pitons(sp?). Mark off an extra use of adventuring gear.” DEAL DAMAGE: “You make the climb, but not without avoiding the steam vents. Take 3 damage, and tell me what the steam burns look like.” “The cliff face is extremely difficult to climb, and it takes everything you have. Mark the shaky debility.” PUT THEM IN A SPOT: “Sure, you reach the top of the cliff, but at the edge the rope gives out and you barely grab on to the ledge. By the time you pull yourself up, the hook horrors will have caught up with you.” USE A LOCATION OR MONSTER MOVE: “On your way up you steady yourself on an outcropping… but it turns out to be a hive of rock wasps! They swarm out, threatening to sting you. What do you do?” REVEAL AN UNWELCOME TRUTH: “About halfway up you hear a clicking noise from above. Looking around, you realize that one of the 3 hook horrors must have split off and is already on the ledge above you, while the other two are climbing up after you. What do you do?”

Sneaking into a camp: TAKE AWAY A RESOURCE: “None of the guards notice you, but a watch dog does. Mark off a ration use to calm it down.” DEAL DAMAGE: “You slip in over the wall, landing quietly but hard. Your ankle twists painfully, take a -1 forward, but no one has noticed yet.” PUT THEM IN A SPOT: “As you reach the commander’s tent, you hear some fanfare. You look back and see that Agent Delgado has returned with a contingent of Animatrons. You may have gotten in here safely, but getting out won’t be so easy.” USE A LOCATION OR MONSTER MOVE: “You sneak your way through the Chosen camp, almost invisible. Suddenly, you hear a hissing noise, and see green gas piping through the vents. Its another Spellguard gassing!” REVEAL AN UNWELCOME TRUTH: “You make it to the commander’s tent and find the plans you were looking for, but you also find a note about something else. It looks like while you’re here, the Numinous Order is springing an ambush on the rest of your party back in the webbed wood!”

HARD BARGAIN – sometimes this is just the same as worse outcome but with an element of choice, making it a softer move. “You dodge the fireball but drop your bag, which is right in the fire’s path. Do you continue to charge the wizard or do you save your things?” “Sure, you can pull yourself out of the spider’s jaws, but you’ll take 1d6+1 damage to do it.” “Yeah, Tylis can get past the shadow tentacles to strike at Delgado, but he’ll take a hit from them, or he can just avoid them but not get close to Delgado.” The key is that you give the option of success with a cost, and let the player decide. “You can shoot the sword out of the goblin’s hand before he stabs the girl, but you’ll have to mark off an ammo.” <-- That's an example, but a bad one, because who won't take that bargain? That would probably be better used as a worse outcome (no choice it just happens), because the player would likely be fine with it. Meanwhile, the Tylis/Delgado fight is a better chance to give a hard bargain because it is an important strategic choice (and one that the player chose the safer option on if I remember correctly). Another example is Tylis' fight with an Umberhulk: "The Umberhulk starts to cave in the room, what do you do?" "I try to dodge the rocks and take it down." "Roll DEX defy danger" "8" "Ok, you can dodge the rocks and get out of here, or you can get in an attack before the rocks hit you and try to finish this thing off, but you'll take damage after." In any case, that would've been a poor time to simply use the worse outcome option - the situation needed to allow for player choice.

UGLY CHOICE – this one is pretty different from either hard bargain or worse outcome. It’s all about having to do something disagreeable or desperate to succeed. “The fireball flies at you – you can dodge it, but if you do it’ll be headed right for the orphanage… or your horse… or Throndir’s arrows.” Or an actual situation from Throndir’s solo one-shot: “You’re in the room with the elven maiden, and the guards are about to cut through the door. She looks at you and says ‘please, don’t let them take me alive again.'” “I want to climb out the window with her.” “Roll STR defy danger.” “9” “You can either save yourself and leave her or lower her out the window and get caught yourself.” “…I slit her throat and jump out the window.”

ADDITIONAL RANDOM THOUGHTS: Sometimes a 7-9 defy danger result just feels stagnating. Like in the fireball example, if character is trying to dodge the fireball to attack the wizard, then “You dodge the fireball but it keeps you from getting to the wizard” feels a little boring. What really happened? Nothing. But using the other party members can help remedy that feeling. “Tylis dodges and the fireball explodes, encircling Tylis with flame and cutting him off from Delgado. Jenn, you have a clear shot at Delgado now, or you can help Tylis out. What do you do?” That frames the narrative of the battle and gives characters some clear options. In the end, it is always a collaborative effort between everyone playing to establish and clarify the fiction within the group’s shared vision, and call for rolls together.

Have you tried to smoosh something into DW that didn’t thematically/mechanically work?

Have you tried to smoosh something into DW that didn’t thematically/mechanically work?

Have you tried to smoosh something into DW that didn’t thematically/mechanically work? I try to implement political intrigue into DW and it doesn’t work for me or my players. Where have you seen failure in DW or where have you failed in implementation?

(This is not to say that DW is inadequate or lacking, but its not meant for every kind of gameplay)

-romance

-hexy crawling in a mega dungeon

-political intrigue

-who-dunnit?

-crafting

-large scale combat sets

-mundania

I have an issue you might be able to help me with.

I have an issue you might be able to help me with.

I have an issue you might be able to help me with.

My players are really chilly about PC death (in any RPG actually).

I explained how DW is way more dangerous than say D&D and that death isn’t just a nuisance. You drop to 0, you get one chance (actually 58% chance) to survive, otherwise, your gone…

I guess they get invested in their character (which is something I’m really happy with), but I don’t want to make danger more trivial. The life of adventure is dangerous, and death is something always around the corner.

I tried explaining how death can make for a very interesting scene (mentioning Boromir’s death as an example of a scene that would have never been famous if a PC didn’t die) but they still want make to tweak the system to make it less deadly… I feel if I do, we’ll all be missing something very important that will actually shift the feel of the game.

What would you do? Roll+…

* … +INT if you’re trying to use clever explanation

* … +CHA if you’re tapping into player’s emotive side

* …+STR if you yell at them for being wuss

Does anyone know of a good Dungeon World conversion for the Dark Sun?

Does anyone know of a good Dungeon World conversion for the Dark Sun?

Does anyone know of a good Dungeon World conversion for the Dark Sun? Best I can find is bits and pieces and a not-great AP.

If anyone has been part of something like this, I’d love to hear about it!