Actually played a 1 1/2 hour session of Dungeon World RPG with my fiance.

Actually played a 1 1/2 hour session of Dungeon World RPG with my fiance.

Actually played a 1 1/2 hour session of Dungeon World RPG with my fiance.  He played a paladin and managed to fall down a pit, loot a spider silk rope, skewer one kobold through with a halberd  and elbow another kobold so hard it snapped the creature’s neck.  

He’s a person who doesn’t really like RPGs, but we had a lot of fun with the openness of DW, and he said he liked the simplicity of the actions and character sheet.  He was also tickled pink that the Paladin character sheet had Titanius as a name (a reference to Titanium Anglesmith, Bender’s ‘DnD’ character of the one Futurama movie).  

It was fun!

Pulled out of one of my comments lower down:

Pulled out of one of my comments lower down:

Pulled out of one of my comments lower down:

I’ve been collecting ideas for “worse outcomes, hard choices” for melee:

    •    Opponent shoulders past to threaten someone vulnerable

    •    Character is pushed into dangerous terrain: off ledge, down stairs, into fire [note “forceful” tag means this happens in addition to dealing damage, but any opponent might push or trip as an attack]

    •    Armor or weapon is damaged or destroyed

    •    Are they carrying anything dangerous or valuable?  Poisonous, flammable, or breakable?   Was that a good idea?

    •    Deal damage from an ignored threat;  e.g. a fighter is being threatened by three lizardmen with spears.  If she just rolls to cream one of them, that’s a golden opportunity for one of the others to run her through.

    •    Helmet stops the blow, but bell is rung, clock is cleaned; take -1 forward

    •    Inflict a debility, particularly stunned, confused or scarred.

I’d be happy to hear more interesting outcomes, particularly for “regular” humanoid combat.

Has anybody come up with an Alchemist playbook?

Has anybody come up with an Alchemist playbook?

Has anybody come up with an Alchemist playbook?  I’ve been messing around with one, but don’t think I have a good enough handle on the game yet to do a full-blown playbook.  I want one for a setting that does not have D&D style wizards, and my attempts have been loosely based on the Monster Blood Tattoo novels.  I’m envisioning a sort of “combat chemist”, a guy who reaches into his satchel of weird alchemical mixtures and pulls out just the right potion/powder/whatever to throw at the monster and achieve a variety of effects.  Below are my attempts at some basic moves for the class, but I’m very open to checking out anyone else’s stab at an Alchemist (BTW – the damages listed are just placeholders until I give them some more thought.  Stores is an abstract measure of alchemical supplies, and I’m thinking you’d start with 5-10 stores, and need to find/buy more pretty quickly).

Alchemy

When you use an alchemical preparation, roll+DEX:  

On a 10+, choose 1, or choose 2 and deplete your stores.

On a 7-9, choose 1 and deplete your stores.

On a 6-, deplete your stores and you suffer a mishap.

– Create a cloud of noxious vapors

– Create a cloud of thick, obscuring  smoke

– Create a loud explosion (d8+2 damage area)

– Create a pool of dissolving acid (d10+1 damage ignores armor)

– Create a stunningly bright light

– Create a deafening noise

– Put a handful of creatures to sleep

– Catch things on fire

Analyze

When you have the time and laboratory equipment to investigate a mysterious substance, roll +WIS:

On a 10+, choose three

On a 7-9, choose 1

– You determine the substance’s components

– You determine the substance’s origin

– You determine the substance’s method of manufacture 

– You determine the substance’s usefulness

Concoct

When you have access to the resources and equipment to make a concoction, roll+INT:

On a 10+, choose 1 or choose 2 and deplete your stores.

On a 7-9, choose 1 and deplete your stores.

On a 6-, deplete your stores and you are left with a useless goo.

– You create a deadly poison (1d6 ongoing damage poison)

– You create a sleeping draught

– You create a powerful antidote (counteract poison)

– You create an invigorating tonic (remove one debility)

– You create a healing balm (heal 2d6 HP)

– You create a boosting potion (+1 forward to one stat modifier for one use)

I wonder how difficult it would be to make a kid-friendly Dungeon World hack.

I wonder how difficult it would be to make a kid-friendly Dungeon World hack.

I wonder how difficult it would be to make a kid-friendly Dungeon World hack.  I’d say the current earliest age for the game, as written, with no hacking, is about 12+.  Okay with cartoony violence, understands the difference between reality and fantasy, etc.

I wonder what it would take to make it 10+ or 8+ or just those with a mom or dad as GM? 

Help with Fictional Positioning: If I let my players “begin” with attacking my monsters die too fast.

Help with Fictional Positioning: If I let my players “begin” with attacking my monsters die too fast.

Help with Fictional Positioning: If I let my players “begin” with attacking my monsters die too fast. Can someone give me some pointers on how to make my normal monsters still useful? I know of the 16 HP dragon: http://www.latorra.org/2012/05/15/a-16-hp-dragon/ but I’m having problems with monsters like Frogmen where I cannot justify that my group can’t hack n slash (as they have no thick hide or other stuff).

http://www.latorra.org/2012/05/15/a-16-hp-dragon/

I’ve converted and am running a Dungreon World version of the original Ravenloft module.

I’ve converted and am running a Dungreon World version of the original Ravenloft module.

I’ve converted and am running a Dungreon World version of the original Ravenloft module. It’s my all time favourite module, and Dungeon World really has breathed some new life into it:)

What classic modules have you converted or would like to play?

What things did you learn from Dungeon World that improves your standard D&D 4e or D&D Next game?

What things did you learn from Dungeon World that improves your standard D&D 4e or D&D Next game?

What things did you learn from Dungeon World that improves your standard D&D 4e or D&D Next game? I’m seeking ideas for an upcoming Sly Flourish article.

So… I just noticed something.

So… I just noticed something.

So… I just noticed something.

Clerics are explicitly said to not be able to prepare spells higher level than they are. So a second-level cleric couldn’t prepare a third level spell despite having three spells to work with.

Wizards don’t have this note, however! Accidental oversight? Deliberate difference?