Here the second one, just for fun with bad english and bad format as the other one ,here the Dragon Knight. Enjoy or disgust!
https://drive.google.com/file/d/1gLaSfcjBS3Mjj3cXjy-q5nNzp7vQZJ1k/view?usp=sharing
Here the second one, just for fun with bad english and bad format as the other one ,here the Dragon Knight.
Here the second one, just for fun with bad english and bad format as the other one ,here the Dragon Knight. Enjoy or disgust!
https://drive.google.com/file/d/1gLaSfcjBS3Mjj3cXjy-q5nNzp7vQZJ1k/view?usp=sharing
Just for fun, with bad english and bad format I created a couple of playbooks, here the first one The Berserker.
Just for fun, with bad english and bad format I created a couple of playbooks, here the first one The Berserker. Enjoy or disgust!
https://drive.google.com/file/d/1OEK-jxf3W3pISF_yBkAz55pQvSwhWMIr/view?usp=sharing
Noticed a potential bug with the Druid. The background move Totemist (which I think is good) says:
Noticed a potential bug with the Druid. The background move Totemist (which I think is good) says:
You are bonded to a specific animal or beast; your Tell reflects it, and you always possess its Instinct. When you use Shapeshifter to take the form of your totem, you always succeed as if you had rolled a 10+.
The move Shed (also good) says:
When you take damage while Shapeshifted, you may choose to forcibly revert to your normal form in order to negate the damage.
Together though you have kind of an at will damage shield—nothing is stopping you from repeatedly shifting in and out of your Totem form to block all damage. I think the way to fix it is to put a limiter on Shed. Maybe “you can’t shift into that form again until you’ve made camp”. Or instead of negates all damage “reduce the damage by half” or “reduce the damage to 1”.
When will the next version of Worlds of Adventure be posted? I am looking forward to any changes that you make!
When will the next version of Worlds of Adventure be posted? I am looking forward to any changes that you make!
One of the things I really like about this is how races have been incorporated into look.
One of the things I really like about this is how races have been incorporated into look. I think it’s the correct amount of prompting to indicate that race is something the player should care about but is also flexible.
My favorite innovation about this is that you pick an advanced move during character creation. I love the way this opens up character building options and makes starting characters both more varied and more focused. I’d actually like to see this expanded upon, maybe some classes could have fewer starting moves and more starting advanced move choices.
However, these two things together got me thinking–what’s the point of Background moves? I know they’re a replacement for race moves but, beyond that what purpose do they serve? Why should they be set aside instead of included as a starting move with options, or just included in the advanced moves as potential choices? Some of the backgrounds are mutually exclusive (an argument for them being set aside) but most aren’t.
I think background moves also miss something that the best racial moves can bring too. Although most of the racial moves aren’t like this there’s a few like Dwarf Cleric, Dwarf Fighter, or Human Druid, which really add a lot of flavor to what it is to be a particular race/class combination. Of course it’s really hard to come up with a move for every race/class combination that’s that good, most are pretty boring.
I have not had a chance to pick up the recently released Xanathar’s Guide to Everything yet but the reviews mention that there are a lot of class specific backstory tools like superstitions and tattoos for Barbarians or temptations and a nemesis for Paladins. This sounds very interesting and I’m wondering if something like this could make a better background than just some moves that you have to pick from.
Thoughts?
Sharing for those who are following the game here.
Sharing for those who are following the game here. Our recent playtest of Worlds of Adventure featuring the Bard, Ranger, and Druid!
Had my first experience with Worlds of Adventure last night.
Had my first experience with Worlds of Adventure last night. Good basis of DW, for context. This is just my writeup from Kyle’s game that he’s recorded for you.
Bond economy feels like a good change to me. Incentivises deleting bonds to aid, and then building them up. This makes the bond loop shorter (ie in vanilla DW, it takes at least 3 sessions to resolve three bonds. In WoA, I can create and “use” 3 bonds in a single session). Bonds feel cleaner when they’re less grandiose if players are expected to “earn and burn” bonds in this way. I dig it, very Fate-point-y.
Addition of extra races in character creation was well received by all players.
Played a Ranger, I love the “Ranger as battlefield tactician” development. Sits with me a lot better than what we’ve seen from DnD. I expect a lot of resistance (because us nerds and our tradition, right?), but personally I loved it. Felt different enough to the fighter, felt like it filled a gap I haven’t seen in a long time. Moving animal companion to it’s own section was nice. It’s good to be an option, but I really didn’t wan to play “guy with a wolf”.
Always Prepared and Ruthless Slayer were enjoyable to interact with. Gives the Ranger a very mobile feel around the battlefield knowing you’ve got 3 defy dangers at 10+ up your sleeve. Really empowering to go wild in the fiction. We do need to talk about Ruthless Slayer and whether the list is permissive or not. “Take Something Important” is pretty wild for a move that doesn’t require a roll. “Their throat, their heart, their kingdom” I just get it, right? I can personally see what you’re going for, but it’d be nice if the rule had more clarity on what my limits are as a ranger. How do I not just kill everything by spending my readiness? Because surely “their life” is something important that I can take.
Tools of the Trade echos The Witcher in exactly the way I want it to. I’m glad this move exists and my greatest regret is that I didn’t get to use it in our playtest.
Grisly Trophy is a nice feel. I would like to see it extended to party-mates, personally. More party interaction from the ranger would feel good, and this is a good way to do it. Defy Danger still limits the power of it, so that doesn’t worry me too much. It’s just something I’d like to see, the ranger’s expertise being passed on to others.
Biggest problem we had was Bestiary Knowledge. It breaks flow a lot on its own. I love the question (says a lot about the ranger that the first thing they think when they see something is “how can I best kill this thing”). But yes, after the GM presents this wonderful description of a person or thing, to have the Ranger immediately ask “So how do I kill it?” is funny the first or second time, but really breaks the tone of the game. We played a couple of hours in a one-shot and I was sick of asking it, I couldn’t imagine how much I’d want to punch my ranger in the face during a campaign. But I love the question, and I don’t want to see it removed. I would prefer to see it merged with the Hunter background or something, maybe added to Discern Realities/Spout Lore. Just thinking out loud.
Regardless, I really enjoyed the ranger in a way I’ve never enjoyed a ranger before. I’m really excited to see this project go forward. I hope these notes and our playtest are of use to you.
Howdy. Have your settled on an official-ish name now? Just curious!
Howdy. Have your settled on an official-ish name now? Just curious!
Just noticed that the wizard didn’t have a single target damage spell without taking the Evocation Arcane Specialty,…
Just noticed that the wizard didn’t have a single target damage spell without taking the Evocation Arcane Specialty, so I wrote one up. No idea if it that was on purpose, but I didn’t like the idea of someone’s only choice of damage being an explosive fireball when precision is needed.
Arcane Barrage
You evoke several magical missiles which barrage your target. Roll 3d6 and inflict the result of the highest die as damage +1 damage for each additional die rolled.
Risk: The blast instead deals the lowest rolled die’s result, +1 damage for each additional die rolled.
Greater: On a 12+, roll 2 additional dice.
I’ve been working on a Monk playbook for DW for a long time.
I’ve been working on a Monk playbook for DW for a long time. There are a lot of Monk playbooks out there already so why create another? None of them did exactly what I wanted. What I wanted was a Monk that had the same “feel” as the base playbooks—streamlined, mostly setting free, with a some cool moves that referenced the tropes of the archetype. I especially wanted to try to remove explicitly Asian flavors as I find it unnecessarily guides the fiction. For example Diablo III’s Monk has kind of an Eastern European flavor that I think is fresh and different. I wanted a monk that was about devoting oneself to mental and physical practice to achieve mastery.
I’ve drawn inspiration for this from multiple sources, including Peter Johansen’s Monk in the Lore and Lords Pack, Jason Shea’s Monk in the Donjon World Hack, Friendly Neighborhood Gamer’s Monk, James Mendez Hodes’ Monk, the Flow Monk, the Prisoner Monk, David Guyll & Melissa Fisher’s Monk, thesmitster’s Dungeon World Ideals project, Johnstone Metzger’s Class Warfare, Multiple editions and supplements for Dungeons & Dragons and Pathfinder, and references to a wide variety of traditional media.
I really like what’s being done with the World of Adventures project, so I made some changes to make my WIP Monk compatible and decided it was finally time to share. I’m particularly proud of the moves Drunken Master and Shadow Clone. Hope you like it.