So, debilities.  The rules as written say:  “You can only have each debility once.

So, debilities.  The rules as written say:  “You can only have each debility once.

So, debilities.  The rules as written say:  “You can only have each debility once. If you’re already Sick and something makes you Sick you just ignore it.”

Am curious why that rule is there.  It seems like an obvious option to interpret a vampiric attack, for instance, as inflicting the weak debility, but it would be strange if a vampire can’t affect you twice.  Or, say, each day in the nonEuclidean plane of Madness, you grow increasingly confused.  In general, if you can normally have a range of modifiers for ability from -3 to +3, why shouldn’t debility be able to stack likewise?

Descriptionwise, it might be boring to just stack “take another -1 weakness”, but you don’t have to do that – you could presumably describe increasing pallor, and rubbery legs starting to buckle under you, and so on.

Does that sound like a bad idea?

The Hack and Slash move says:  “On a 7–9, you deal your damage to the enemy and the enemy makes an attack against…

The Hack and Slash move says:  “On a 7–9, you deal your damage to the enemy and the enemy makes an attack against…

The Hack and Slash move says:  “On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you.”  As written, that allows the GM to offer a choice like “you do your damage.  The monster attacks back;  you can either take the damage or be shouldered aside and the monster will have a clear shot at the wizard” . . . but not “you can do your damage, but if you do, you’ll be out of position and the monster will have a clear shot at the wizard.  Do you want to?”  That is, on a 7-9, the rules say the character has definitely hit the monster for full normal damage.  Any hard bargain the GM can offer as part of the monster’s counterattack happens separately from that.

On the on hand, it seems like a bad idea to offer bargains as partial successes that could result in nothing happening.  So having something definitely happen is a good thing.  On the other hand, having characters be so likely to deal damage every time they roll makes it hard to keep monsters alive long enough to be interesting.  How do you all handle this?

So who will write the “Book of Erotic Fantasy” Hack (lot’s of custom moves) for Dungeon World?

So who will write the “Book of Erotic Fantasy” Hack (lot’s of custom moves) for Dungeon World?

So who will write the “Book of Erotic Fantasy” Hack (lot’s of custom moves) for Dungeon World? 

Something I came up with a while ago, thought I would share it here.

Something I came up with a while ago, thought I would share it here.

Something I came up with a while ago, thought I would share it here.

Originally shared by Ben Wray

CHAOS MAGE

#dungeonworld  

When you gain a level, if you have experimented with wild and uncontrolled magic, you may take the following move:

Wild Magic: Add ” The spell manifests unusually, or has strange side effects, while still fulfilling its basic intent” to the 7-9 options on Cast A Spell. These side effects are not necessarily cosmetic.

Once you have taken Wild Magic, the following moves count as class moves for you.

Unstable Magic: When preparing spells, you may prepare any number of spells you wish as if they were one level lower. Level one spells prepared in this fashion are counted as half a level each. When you cast any spell prepared thusly, on a 10+, choose one from the 7-9 list, and on a 7-9, choose two options instead of one.

Greater Unstable Magic: When you cast a spell prepared with Unstable Magic, and roll a 6-, you succeed regardless, but choose three options from the 7-9 list, and choose one of the options, except “the spell is forgotten” to have a very pronounced effect. (The spell attracts a lot of unwelcome attention, the spell disturbs reality greatly for a -2 penalty instead of -1, the spell manifests extremely unusually with serious side effects, etc)

Warpwright: You are practiced at using the Ritual ability to give a willing or restrained subject a random mutation.  When doing so, you can ignore one of the conditions the DM selects for the Ritual’s completion. (The Metamorphica, by Johnstone Metzger, is an excellent free resource with hundreds of mutations arranged on one convenient table, should the DM not wish to make their own.)

Versatile Caster: You may attempt to cast a prepared spell as any lower level spell, including one not in your spellbook. To do so, roll +int, modified by any -1 ongoing to Cast A Spell you may have. On a 10+, you succeed in shifting the pattern, and may cast it normally. On a 7-9 you succeed, but cast the new spell as Unstable even if the original wasn’t (and if the original was, choose an additional 7-9 result from Cast A Spell on top of the extra Unstable Magic normally gives you).

Discharge Flux: You may discharge all accrued -1 ongoings to Cast A Spell caused by 7-9s from that move. The DM will tell you what the flux appears to be about to do, some harmful (or at least unusual) effect: you may opt to “ground” the flux and take 1d6 armor-ignoring damage per -1 ongoing you had rather than let this effect come to pass.

How would you go about making a World of Warcraft like Warlock?

How would you go about making a World of Warcraft like Warlock?

How would you go about making a World of Warcraft like Warlock?  Taking a wizard and removing something and sticking on the Ranger’s companion but making it a demon?  Any advice would be nice.  =)

So I’ve been working on a thing lately. Behold Dungeon World Dark Sun!

So I’ve been working on a thing lately. Behold Dungeon World Dark Sun!

So I’ve been working on a thing lately. Behold Dungeon World Dark Sun!

https://drive.google.com/?tab=mo&authuser=0#folders/0BwQBDcsLI0e-ZVVzeGRFR2pxUW8

Classes doc is the Dark-Sun-ized versions of the core DW classes. Mostly it’s new blurbs, racial/alignment moves, and bonds, but there are also some new moves and stuff swapped around between classes (e.g. the bard gets the thief’s poison-related moves, while the thief gets… something I haven’t decided yet).

Gladiator doc is a new class. Big thanks to the folks over on the Something Awful Traditional Games forum for constructive feedback, suggestions, and sanity checks.

Misc. Stuff is currently just a junk doc, a place to put ideas that come to me so I don’t forget them.

https://drive.google.com/?tab=mo&authuser=0#folders/0BwQBDcsLI0e-ZVVzeGRFR2pxUW8