Here we go.

Here we go.

Here we go.

G+ death countdown has started.

You probably received the mail today as I did.

And that pesky yellow bar at the top of your screen that reminds you that days are counted.

I’ll miss the great discussions we had.

I’ll miss +Jeremy Strandberg on-point and deeply-detailed answers.

I’ll miss +Mark Tygart adventure primers.

I’ll miss all the awesome content all of you come up with.

I miss you guys already.

It’s a very sad moment because I know we’ll all scatter to the winds.

I wish we had come up with a common consensus on where we’ll meet again, but let’s face it : there’s no real good alternative to G+.

Anyway, I’d like to thank you all for the wonderful community we built together!

I really hope we’ll cross path on whatever place you’ll settle.

If you ever find yourself wandering into the province of MeWe, should you spot a lonely campfire in the middle of Nowhereland, come by, I’ll be happy to share a flagon of mead!

I posted this a while back but here’s my updated version of my DW Moves Sheet.

I posted this a while back but here’s my updated version of my DW Moves Sheet.

I posted this a while back but here’s my updated version of my DW Moves Sheet. This is a totally hacked version, straying farther and farther away from vanilla DW the more I update it. It is getting dangerously close (in a good way) to what +Peter J is doing with Dungeon World Unlimited. You might also notice that the wording of most of the moves have been shorten and simplified. It is by design, I like being able to quickly read a move while playing.

Anyway, I figured some might like this, so here goes :

https://docs.google.com/document/d/1B0a7_u9Yi8fsKD8_E3-TyPxjkjhwwTjFtjGj6E2_HFo/edit?usp=sharing

Honest question, why do you think DW lacks a 13+ result entry whereas some other pbta games use it to represent…

Honest question, why do you think DW lacks a 13+ result entry whereas some other pbta games use it to represent…

Honest question, why do you think DW lacks a 13+ result entry whereas some other pbta games use it to represent extraordinary results.

Are 10+ results in DW supposed to represent exceptional success or just normal success without complication?

By now you should know I have a fixation with the Undertake a Perilous Journey move.

By now you should know I have a fixation with the Undertake a Perilous Journey move.

By now you should know I have a fixation with the Undertake a Perilous Journey move.

The move as written is kinda boring to me.

I don’t track rations.

I usually don’t do random encounters.

I never had actually interesting scenes when the party got lost. It just detracts from the actual adventure and it isn’t particularly exciting to play; it turns into an awkward moment of “well… so… yeah, we just continue in a random direction, hoping we’ll spot a landmark to try to figure out where we are exactly”. It might be fun the first time. Certainly not the second.

I’ve run many hacks (mine or found amongst the community) of the move and I’m still dissatisfied.

I’m trying this now, inspired mostly on Shawn Tomkin ‘s Ironsworn.

————

UNDERTAKE A JOURNEY

When you lead a group through hazardous or unfamiliar lands or explore a perilous site, roll +…

■ … +STR if you carry most of the gear.

■ … +DEX if you move cautiously and stealthily.

■ … +CON if you push on with resilience.

■ … +INT if you analyse the best path based on knowledge.

■ … +WIS if you follow land features and stars.

■ … +CHA if you motivate your group.

On a 10+, you reach a waypoint and gain 2 Progress.

On a 7-9, you reach a waypoint and gain 1 Progress, but use 1 Supply/Adventurer’s Gear.

———————————————————

VIGNETTE

When your reach a waypoint, tell us about:

■ A bond forged or broken

■ A trait or quirk of your character

■ A vista, landmark or terrain feature.

■ A task you undertook to help the journey

■ A hardship you endured or overcame

———————————————————

REACH YOUR DESTINATION

When your journey or exploration comes to an end, roll 1d6+Progress.

On a 10+, you reach your destination and take +1 Forward.

On a 7-9, you reach your destination but face an unforeseen hazard or complication.

On a 6-, your objective falls out of reach, you have been misled about the nature of your objective, or there is something you missed. If you push on, reset your Progress to 1.

========== PLAY EXAMPLE ==========

The adventurers gather their stuff and head out. They must reach the Temple of Doom before the sacrifice ritual happens in a fortnight.

GM: That seems like an Undertake a Journey move to me. Who wants to lead?

Ranger: I act as the group’s navigator, so it makes sense I do it. I roll+WIS; an 11!

GM: Great start, gain 2 Progress! Who wants to do the Vignette?

Paladin: I’ll do it. I’ll go with terrain feature. So, at first, we navigate through farmlands. Since peasants recognize me as a zealot of The-All-Father, they offer us food and lodging. Then the land transforms into meadows as we move farther from civilization. The first trek is easy as we can follow paths, even if they are more like animal or hunter tracks after a few days. As we move further, the terrain becomes more rugged and plains give way to rocky hills.

Wizard: I’ll lead the group for the next segment. I watched closely the stars patterns and studied the maps (roll+INT); I’m pretty confident on what bearing to follow… Or not. I rolled a 5!

[Here the GM has an idea, so he does the Vignette himself]

GM: Don’t feel bad, it’s totally not your fault. The weather as been so terrible you barely made any progress. At first it was heavy rain which made everything miserable. Trudging through mud, soggy bread and frail campfire. Then as you reached higher elevations, rain turned to slushy snow. Some days, you had to stay put until weather calmed. All of you guys, suffer a Debility of your choice; some of you might just be demoralized or pissed, while others might be actually physically taxed. What do you do?

Ranger: If you don’t mind, I’ll take the lead back. My character is in a bad grumpy mood. Again, I’m just doing what I’m best at: navigating by following natural features. I roll+WIS, 7.

GM: Alright, so you’re now a 3 Progress, but this delay has taken a toll on your supplies. Lose 1.

Paladin: I’ll do the vignette. I think this group needs a pep talk. I want to portrait my Lead by Example drive, so we have a moment where I notice the morale is very low. Everybody is grumpy and tired. He turns to them and says: “I don’t know about you, but I won’t let these people die just like that. If I must walk day and night and pass out on the porch of the temple, by The-All-Father, so be it.” Then I head out.

[Here, the waypoint isn’t a physical location. It’s just a moment where the camera stops showing travelling montage and shows the characters in a situation.]

GM: Great! So, you proceed. I think Paladin should lead this segment!

Paladin: Follow the leader! I guess I’m rolling + CHA. Hmm, so let’s see. 9!

GM: Good, so you do keep going but I think you chose to leave some of your gear behind to move faster. Lose 1 Supply.

Wizard: Yeah, I guess we kinda accepted the fact that we’re probably not coming back anyway, haha!

GM: You’re now at 4 Progress. I think we had enough interesting scenes for this journey. Do you feel like this journey comes to an end?

Ranger: Yeah, I think so! Wizard, care to do us the honor?

Wizard: My pleasure! I roll only a single d6+4, is that so? That’ll be 8.

GM: Excellent so you reach your destination, although you see a troupe of cultists in the distance, maybe 200 yards from the temple entrance. They are moving a dozen of frail looking prisoners into a caged wagon dragged by weird muscled furless bull-like creatures. They seem to be moving some of the prisoners to another location. What do you do?

Alright, yet another HP alternative.

Alright, yet another HP alternative.

Alright, yet another HP alternative.

This is a WIP, so I want your feedback to see what you think of it and what you’d modify.

This time, I got inspired by the Fate Core conditions mechanic.

I always loved how each injury had a narrative impact and the small tactical choice you have to take each time you receive damage. The big advantage is that you don’t need to get rid of the damage system to make it work.

So, the gist of it is that you have 6 Injury boxes (I’ve attached a mockup of how it could look). To each injury is tied a number (from 1 to 6). This is the number of damage that box can “absorb”. When you receive damage, you HAVE to check one or multiple boxes to absord equal or more of the damage received. For example, if you receive 3 damage, you could check both the 1pt and the 2-pts injury boxes, or the 3-pts alone, or even a higher than 3-pt box. Each time you check an injury box, you can also write a short description of the wound for narrative flare. When you check the (6) Fatal injury, you immediately make a Last breath move. These boxes correspond to 21 hp worth of damage, although you can only ever sustain 6 injuries, so you’d still go down after getting 6 injuries of 1 damage each. Armor still works the same.

Scars are optional mechanic (inspired by Uncharted Worlds) where you’d write a few words to describe an injury that left a visible mark, again only for fluff (but still has narrative weight as anything in a pbta game).

Here’s the moves I’ve added/modified to make this work:

—————-

Patch up

When you patch untreated injuries, treat all your injuries then roll +Supply (+WIS if you don’t use Supply rules).

On a 10+, choose 1.

On a 7-9, choose 1 but suffer -1 Supply (or -1 Adventurer’s Gear).

Heal both Minor and Trivial injuries.

■ Lower the severity of your less severe injury by 1 degree (slot must be empty).

When you treat a wound, mark a star in its checkbox. A treated wound cannot benefit from the Patch Up move again.

When you heal a wound, clear the checkbox of this wound. When you do so, you can mark an appropriate scar.

—————–

You’d also replace the line “Heal half HP” from Make Camp by:

Lower the severity of all treated injuries by 1 degree, then heal your Minor or Trivial wounds.

When you do so, you can rewrite the wound description to match its less severe state.

—————-

I think it sounds actually way more complex than it actually is, though. In all cases, the wording is not final. I’ll also probably make a move to explain the mechanics. Something like :

Receive damage

When you receive damage, check a number of unchecked injury boxes whose sum equals or exceeds the damage received. If you check the Fatal injury box, roll Last Breath.

So whaddya think?

From Ironsworn:

From Ironsworn:

From Ironsworn:

INITIATIVE

Initiative is a special mechanic in combat. It reflects who is in control. When you have initiative, you make proactive moves and have more options. When your foe has initiative, they are forcing you to react.

To determine whether you have initiative, follow these guidelines (unless a move tells you otherwise):

• When you score a strong hit, you take or retain initiative.

• When you score a weak hit or miss, you lose initiative.

NPCs do not make moves. When an NPC has initiative, they take actions in the fiction of the scene which force you to react. When you have initiative, you are in control and taking proactive actions to achieve your objectives.

This is just brilliant. I’m so going to use that in my DW games.

I’ve been struggling lately with combat as I felt the monsters/enemies were too passive. I don’t take much spotlight as I pass it around players so the opposition was waiting for a 9- move from a player for me to make a GM move and thus making monsters actually do something.

If I implement a similar initiative mechanic, it codifies in the game that a character can’t take offensive actions until they gain initiative, which narratively allows me, as the GM, to take actions with my monsters.

I’d have each player track if he has initiative or not. If one doesn’t have initiative, I’d consider any monster that is interacting directly with this character has having initiative.

Random thought.

Random thought.

Random thought.

What if you only allow Debilities to heal during a Recover (and with special effecs like Healing potion and some rare moves) ?

Debilities kinda suck but at least if they stick around for longer, it might worth it?

It would work well with Jeremy Strandberg ‘s variant of having only 3 debilities that affects 2 stats each.

So far, I’ve been “giving” debilities to players left and right but I allow them to heal “when it makes sense” which is usually whithin the same scene or right after, essentially making them kinda pointless (barely a nuisance).

Alternatively, I had a player who roleplay especially well his debility, should I award him an XP? In my head it is REQUIRED to put your debility into play but most my players seems to either forget about it or “forget about it” until they’re gone.

Interest post for a weekly or bi-weekly short-session (2-3h) online game?

Interest post for a weekly or bi-weekly short-session (2-3h) online game?

Interest post for a weekly or bi-weekly short-session (2-3h) online game?

I feel my montly in-person game isn’t enough and I’m still itching for more DW.

I’m not a huge fan of online games but maybe with the proper mindset and tools it could be cool.

I’d prefer playing than GMing because I actually never been a player in a DW game but maybe if I can’t find anything I could be tempted to GM still.

I’m in GMT-5 (EST) timezone. I’d be available all week nights except Tuesdays from around 7h30PM to 10h30PM.

Preferences (not mandatory, just preferences):

* Dark fantasy

* Terrain and miniatures – now, this can be complicated when playing online. I know there’s an incredibely cool product on Drivethru, Epic Isometric, that I’ve bought, I’d be glad to share if someone is willing to DM. It seems to be working great through Roll20. Honestly, I’d be cool with only sketches. It’s just to give a clear picture of who stands where during a tactical encounter.

* 3 players + 1 GM

* More serious and fun tone than beer and pretzels.

In my last session, I ran a scene and I felt like it moved too slowly and was a bit sluggish.

In my last session, I ran a scene and I felt like it moved too slowly and was a bit sluggish.

In my last session, I ran a scene and I felt like it moved too slowly and was a bit sluggish. I’m wondering how could have I use DW principles to keep it more contained, focused and, well, interesting.

The group met with a medusa in a jungle ruin.

She was not hostile but could depending on how the PC interacted with her.

They started discussing with her to gain information on the location of an ancient city. She knew where it was though didn’t want to say just like that.

We roleplayed a bunch and I was keeping an hear open for when Parley would get trigger but it never was.

In the end, she told them the information (although a bit cryptic) but I felt like the scene should have been way more contained. It should have taken maybe 5 minutes at best. I think it almost took 30 min.

How would you have framed this so that players can roleplay a little bit and then trigger the Parley move?

Is there a Drunken Master playbook?

Is there a Drunken Master playbook?

Is there a Drunken Master playbook?

Is this it? Is it good if so?

http://www.drivethrurpg.com/product/157297/The-Master?filters=44825_0_0_0_0

Otherwise, is there a monk playbook that can be easily flavoured to drunken master (like, by changing just the name of the moves)?