Tonight I’m throwing together some random neighborhood maps for our upcoming Planar Codex game.
You guys all know about Dave’s Mapper, right? It is the shit. Some very nice urban tile sets there right now!
Tonight I’m throwing together some random neighborhood maps for our upcoming Planar Codex game.
Tonight I’m throwing together some random neighborhood maps for our upcoming Planar Codex game.
You guys all know about Dave’s Mapper, right? It is the shit. Some very nice urban tile sets there right now!
I love Dungeon World’s improvisational nature, but my teenage son is not so thrilled with it. He wants to interact…
I love Dungeon World’s improvisational nature, but my teenage son is not so thrilled with it. He wants to interact with a world that has it’s own reality and is not made up on the fly. (Nevermind that it’s still made up. I think it’s the illusion he is missing.)
Has anyone used Dungeon World in the manner of a traditional RPG, that is with premade world/adventures, GM is “god” and makes everything up, and there is no player input? My initial thought is it would be better to just break out B/X and use that… except that I LOVE the pacing in Dungeon World, plus the action feels so much more immersive due to to the preeminence of the fiction. (My son loves these aspects too.)
So I’m wondering how to take the move structure of DW and marry them to a traditional approach to play. At first I sat down and tried to find a way to shoehorn moves into something like B/X, but I’m stumped. Any attempt at fusion ends up evolving into straight up DW. My next thought was to just play DW as written, but the GM does all the improv and presents the players with an immersive experience. The sheer load of creativity need to do that much improvisation is staggering though. I could just run premade adventures but I can’t see how the dynamics would work — a lot of moves call for something new or unexpected, which is at odds with any sort of prepared material.
Any thoughts?
If I was to, say, make a set of blank record sheets for monsters the GM might use, into which category should they…
If I was to, say, make a set of blank record sheets for monsters the GM might use, into which category should they go? New Monsters seems a bit … wrong.
Need some models for a giant demon prison tower.
Need some models for a giant demon prison tower. Unfortunately, the Tower of London isn’t really a tower. The only ones I can think of are Ptolus and the himmel from Engel, but those are actually too big. Help? Should I be looking at lighthouses? Surely there’s something better.
I signed up 5 days ago for Barf Apoc forums, and have yet to be approved?
I signed up 5 days ago for Barf Apoc forums, and have yet to be approved? I’d love to become more involved, I just finished reading the player content of my book and am really excited.
Good news! Received my copy of Dungeon World here in the UK today. Looking forward to reading it. Looks great!
Good news! Received my copy of Dungeon World here in the UK today. Looking forward to reading it. Looks great!
Did a little more work on the Madness stuff inspired Jonathan Walton.
Did a little more work on the Madness stuff inspired Jonathan Walton. Still a few gaps, and a few things that need to be tightened up.
Madness
Madness is a new stat that measures your slow descent into insanity. Madness starts at 0.
When you are confronted with a scene of true horror, be it monster or event, roll +Wis. On a 10+, you manage to stay in control. On a 7-9, you take -1 ongoing until the source of terror is gone or dealt with. On a 6 or less, you gain a point of Madness and must flee, panic, beg, or fight.
THE EFFECTS OF MADNESS
For every point of Madness you have, you take -1 forward when Defying Danger with WIS, or when you are are confronted with a scene of true horror.
When your Madness pool equals your INT or WIS (whichever’s higher), your character has descended irrevocably into insanity and is now an NPC.
CURING MADNESS
You can reduce your Madness pool by performing one of the following tasks:
• A Cleric with the “Destruction of Otherworldly Foes” or “Healing and Restoration” domains can use the following new level 3 spell: Restore The Mind – Remove 1 point of Madness from the target.
• A Paladin can use Lay On Hands to transfer a point of Madness from the target to himself instead of healing damage
• Take a Debility to any stat to remove one point of Madness
• Take a Madness Bond or Fear Alignment to remove one point of Madness
MADNESS MOVES
The following options for basic class moves are added to the base playbooks and do not require Madness to take:
NEW BARDIC LORE
• Tales of Terror and Madness
NEW CLERIC DIETY DOMAINS
• The Destruction of Otherworldly Foes
• The Will of the Old Ones
NEW CLERIC PRECEPT
• Your religion spreads like a disease: add Petition: Dive Mad With The Truth
• Your religion fights against the darkness: add Petition: Fearlessness
NEW DRUID DOMAINS
• The Void Between The Stars
• The Forgotten Deeps
NEW PALADIN QUEST BOON
• Immunity to Madness
NEW RANGER COMPANION STRENGTH
• Horrifying
When you have at least one point of Madness, you can take the following moves when you level up:
BARD: Voices In Their Heads – You do not need leverage to Parley with someone, but they know you’re doing something weird to their mind.
CLERIC: Speaker for the Old Ones – You can use Turn Undead on creatures of otherworldly origin. It works as per the normal move, but on a 10+ the creatures come under your unwilling control.
DRUID: Shape of Madness – When you Shapeshift, your damage die increases one step, but you gain the Horrifying tag, no matter what you shift into.
FIGHTER: Fanatic’s Fervor – When you deal damage, it’s always considered “messy” and you deal +Madness damage. However, as long as there are valid targets around (friend or foe) you must Defy Danger with WIS to stop fighting.
PALADIN: But Now I See – You have the following additional option on “I Am The Law”: Drive the target mad for a short time. Your list of available vows when Questing is completely replaced by the following list:
• Violence (forbidden: Allowing enemies to live)
• Hedonism (forbidden: Showing restraint)
• Pestilence (forbidden: not sure)
• Chaos (forbidden: Maintaining a status quo)
RANGER: Symbiote – Your animal companion becomes a literal part of you. It can hide inside your body, and gets +1 Ferocity and the Horrifying tag. Even when hidden, there is an obvious Tell that you’ve got something living inside you, such as a sickly wound that never heals, or something crawling under your skin.
THIEF: At One With The Dark – still no idea
WIZARD: Power In Madness – When you roll a 6 or less when Casting a Spell or Spouting Lore, you may take 1 Madness to change it to a 7-9 result.
Really interested and finally have some time to get down to learning this system.
Really interested and finally have some time to get down to learning this system. Any pointers to get started and ramped up? Also looking for a game around the Seattle area to learn DW.
I am spinning up some Planar Codex action for later on this week and I want lots of parishes on tap, so I made this…
I am spinning up some Planar Codex action for later on this week and I want lots of parishes on tap, so I made this Abulafia oracle.
http://www.random-generator.com/index.php?title=Planar_Codex_Parish
BOOM