I’ve been thinking about a more explicit move for sneaking and stealth, so here’s my first pass at it.

I’ve been thinking about a more explicit move for sneaking and stealth, so here’s my first pass at it.

I’ve been thinking about a more explicit move for sneaking and stealth, so here’s my first pass at it. This could either be a new basic move for everybody, or a starting or advanced move for stealth classes.

Sneak

When you use stealth to traverse dangerous territory, roll+Dex. On a 10+, hold 3. On a 7-9, hold 1. Spend hold, 1 for 1, on the following.

You find an opportunity to sneak past an obstacle unobserved.

You find a hidden way or an alternate route.

You have an opportunity to take someone by surprise.

One of the players in the game I played in last night played a Stone Golem.

One of the players in the game I played in last night played a Stone Golem.

One of the players in the game I played in last night played a Stone Golem. He was much amused by the advanced moves that (a) let him pass through walls and areas made of the same substance as him, and (b) makes the substance explode when he does it “oh yeah!”

Then someone asked “what if you were a flesh golem?”

The Golem player had a great time smashing through things, knocking enemies about with his forceful fists, and shrugging off blows with his Armour. He later acquired the move tat let him pick up enemies and fling them about. He was a useful and entertaining addition to the party!

Looking forward to my first IRL session of dungeon world as a player tonight!

Looking forward to my first IRL session of dungeon world as a player tonight!

Looking forward to my first IRL session of dungeon world as a player tonight!

I’m hoping to either give the inverse world walker or one of the other sneaky custom classes a spin

Ever wanted to be “that Guy” at your table?

Ever wanted to be “that Guy” at your table?

Ever wanted to be “that Guy” at your table? Ever wanted to play the bungling albatross that gets all the laughs? Well, now you can, and still be effective! Maybe…

Originally shared by Adrian Thoen

The Fool is a Playbook designed for use with Dungeon World and Inverse World. As The Fool, you will stumble from mishap to calamity to disaster, failing forward and unwittingly leaving destruction in your wake. If you ever wanted to play a bungling buffoon and leave your party in stitches – figurative and literal, The Fool is your chance!.

Starting Moves

Fool’s Fortune

When you gain Calamity, fill on an empty box on one of the below options.  (If all boxes are full, you lose the Calamity) When an option has all the boxes filled, you may empty all of the boxes for that option to use it once.

Choose 1 less or 1 more from the list of choices on any Fool move

⃞⃞Give +1 to someone else’s roll.

⃞⃞⃞⃞Shift the result of any roll, yours or an ally’s, from a 6- to a 7-9, or a 7-9 to a 10+.

Out of your Depth

When you attempt a task beyond your capabilities, roll+Cha. *On a 10+, it kinda works! choose 2, *On a 7-9, it seems ok… choose 1:

You gain 1 Calamity.

No-one will know it was you.

You didn’t cause permanent damage.

Someone else is initially implicated.

Get Lost

When you try to find your way through somewhere that isn’t an obvious, direct route, roll+Int. *On a 10+, you got there! choose 2. *On a 7-9, this looks like the place, choose 1:

You gain 1 Calamity.

It didn’t take too long.

You’re not getting pursued.

You accidentally found an interesting secret!

Gullible

When you believe someone you should question, roll+Wis. *On a 10+, choose 2. *On a 7-9, choose 1:

You gain 1 Calamity.

They assume you are more competent or important than you are.

You gain access to somewhere or something you shouldn’t.

You don’t lose something important.

http://rpg.drivethrustuff.com/product/114657/The-Fool—A-Dungeon-World-Playbook?src=social_media_link

I’ve been obsessing about story and setting ideas for inverse world.

I’ve been obsessing about story and setting ideas for inverse world.

I’ve been obsessing about story and setting ideas for inverse world. They’re all percolating in my head waiting to ferment into something coherent and fun, but here’s one I want to share now.

What if each inverse world were a bubble of air in a massive structure that resembles and aero bar chocolate. All those worlds so close together, separated only by the “thin” crust, but still largely oblivious of each other?

Here’s my second playbook based on Folktale creatures, The Giant!

Here’s my second playbook based on Folktale creatures, The Giant!

Here’s my second playbook based on Folktale creatures, The Giant!

Originally shared by Adrian Thoen

The Giant – A Dungeon World Playbook

“Fee, Fie, Foe, Fum! I smell the blood of a Smallfolk man!”

Oh the funny little tales the smallfolk tell about you. Little worlds about small deeds, their tiny mouth incapable of truly describing you and your deeds properly. Puny words like brute, thug, beast cannot do you or your heritage justice.

Your people have a duty that goes back into times the smallfolk can only describe as legend. Your heritage is a great part of you, it gives you your magic, your appearance, and your solemn duty. You may be a builder, a grower, a protector, or a balancer. With your magic and your size, you carry out your duty with implacable stoicism.

The Giant is a Playbook designed for use with Dungeon World and Inverse World. As The Giant, you will be towering over smallfolk, lifting great burdens, and using your heritage magic in the service of the age-old Duty handed to your people in the distant past.

The Giant uses Drives and Aspects instead of Alignment and Race, an exciting new way to describe your character!

Drives and Aspects are an exciting new look at Dungeon world classes that comes from the creators of inverse World,  the upcoming book that will have a unique setting for use with Dungeon World. Keep your eyes open for Inverse World!

Starting Moves

Larger Than Life

Your large size gives you both advantages and disadvantages. When you bring your size and strength to bear against a problem, roll +Str. *On a 10+, you choose 2 Actions and the GM chooses 2 Consequences. *On a 7-9, you choose 1 Action, and the GM chooses 3 consequences:

Actions

You send someone or something of your choice flying

You deal your damage

You crush or smash an item or object of your choice

You pick up someone or something the size of a human

You clear an obstacle with a great leap or stride

You make an opening that was too small just large enough

Consequences

Your surroundings are damaged by your actions

Someone you don’t want harmed is put in danger

Something important is knocked out of reach or damaged

you lose your footing or get stuck

you are attacked, or suffer damage from the environment

You draw unwanted attention to yourself or others

Heritage Magic

When you call on your Heritage Magic to fulfill your people’s Duty, roll +Con. *On a 10+, your magic bolsters your action substantially. On a 7-9, it helps, but choose 2.

It’s effects aren’t as powerful as you intended

It’s effects won’t last as long as you wanted

You’ve had to sacrifice something valuable

Camouflage

It is normally very hard for you to hide due to your size. When you stay perfectly still in an environment linked to your Heritage, you blend in and others look right past you.

Unusual Diet

Choose a commonly found resource: Wood, Ice, or Stone. When there is a plentiful supply of your food source nearby, you don’t need to consume a ration when making camp. When there isn’t a plentiful supply of your preferred food nearby, you eat one of your rations, and someone else’s too!

Choose either Enduring Atlas or Hurl to start with. You may take the other as an advanced move when you level up:

Enduring Atlas

When you push yourself beyond your limits to lift the impossible, roll+Con. *On a hit, you lift it. *On a 10+, choose 1. *On a 7-9, choose 2:

The strain harms you, take D4 damage

You are vulnerable to attack

You can’t hold it for long…

Hurl

When you pick up and throw something or someone, roll+Str. *On a 10+, it lands where you intended. *On a 7-9, the GM chooses 1:

It lands awkwardly

You or an ally is vulnerable

You threw it too soft, or too hard!

http://rpg.drivethrustuff.com/product/114198/The-Giant—A-Dungeon-World-Playbook?src=social_media_link#.UYZq4jwzgc0.google_plusone_share

Introducing a new Playbook – The Fae!

Introducing a new Playbook – The Fae!

Introducing a new Playbook – The Fae!

The Fae is a playbook designed for use with Dungeon World and Inverse World. As The Fae, you will be tricking your enemies with illusions, pranks, and tricks, blessing some with wishes, damning others with curses, and causing no end of mischief and trouble. But beware, every Fae has rules they must abide, and weaknesses that can cause them trouble. You will have to walk a fine line between causing trouble and solving it!

Preview of starting moves:

Fae Nature

As a Fae, there are strange laws, customs, and weaknesses you must attend. When you create your character, Choose 3 weaknesses. These are the Fae weaknesses that are specific to you. When you encounter a situation that affects one of your weaknesses, either through the natural course of play or as a result of a GM move, you immediately gain 1 Boon.

Bitter Iron – you are allergic to Iron. It’s touch poisons you, and suppresses your Fae Magic.

Truthbound – You may never say a thing you know to be untrue.

Sun-Averse – The brightness of the sun strips away your glamours and illusions.

Oath-bound – You must keep any oath, deal, pact, or agreement you make.

Name-Bound – Your True Name is ________. You must obey one order of any that know your true name, then you are free.

Life Debt – you owe a debt to any that save your life, and must truly help them or save their life before the debt is paid.

Holy Words – The sacred words of the mortal religions can weaken you, bind you, or drive you out.

Riddle-Obsessed – You cannot resist a riddle, and will stop and ponder it until you reach an answer.

Mischievous – You cannot resist playing pranks or taunting figures of authority.

Child Liberator – You will try to steal mistreated or mischievous children away from their families, and deliver them to a life of magic and adventure in The Fae.

Curse

When you curse a person, creature, place, or object, say the curse out loud, spend 1 Boon and roll +Wis. *On a 10+, choose 3. *On a 7-9, choose 1. *On a miss, you choose 1 and the GM chooses 2 from the list below, and those affected know who did the cursing.

The curse only affects that which you want it to

The curse wears off when you want it to (3 days and 3 nights, until the next full moon, a year and a day)

The curse changes their form, puts them into a supernatural slumber, or strikes them mute

The curse can be broken only by one of the following: True Love’s Kiss, a heartfelt apology, a pure tear of sorrow.

Sly Words

When you mislead and confuse others with technically true words, roll+Cha. *On a 10+, they make the assumption you were implying. *On a 7-9, they make an assumption, but not the one you were hoping for.

Glamour

When you use your illusion magic to trick, entice, or confuse others, describe it and roll+Cha. *On a 10+, they fall for your glamour. *On a 7-9, they’re mostly convinced, but demand some kind of proof. *On a miss, you illusion shatters to reveal the naked truth.

Fae Tongue

you can communicate with other Fae, spirits, and wild, living things like forest animals and plants. You cannot understand domesticated animals or plants.

http://rpg.drivethrustuff.com/product/113709/The-Fae—A-Dungeon-World-Playbook?src=social_media_link#.UXArjFrzhwI.google_plusone_share

Some of you may remember a few months back when I released the Spellslinger, a new class for public distribution.

Some of you may remember a few months back when I released the Spellslinger, a new class for public distribution.

Some of you may remember a few months back when I released the Spellslinger, a new class for public distribution. I’ve since refined it, turned it into a PDF, and released it for sale on dtrpg.

http://rpg.drivethrustuff.com/product/112749/The-Spellslinger—A-Dungeon-World-Playbook

The google docs version and Declan Feeney ‘s version are still available free, but if you’d like the latest version complete with artwork, visit the link!

http://rpg.drivethrustuff.com/product/112749/The-Spellslinger—A-Dungeon-World-Playbook

I’ve been writing monsters for a module I’m working on about death and afterlives, and I’ve been thinking about…

I’ve been writing monsters for a module I’m working on about death and afterlives, and I’ve been thinking about…

I’ve been writing monsters for a module I’m working on about death and afterlives, and I’ve been thinking about monster moves that don’t involve punching dudes in the face, giving players another, non-combat way to interact with monsters – especially ones with the intelligence tag. Taking advice from captain indigo in the DW thread on something awful forums about giving monster moves triggers, and set to work.

Trickster Demon

solitary, stealthy, devious, intelligent, hoarder, planar

Illusion Magic (D6 damage)

close, reach, near

8HP, 1Armor

Instinct:To confuse, trap, and trick

Special Quality:Illusions of desire and fear

Trickster Demons don’t focus on overt power or ruling great numbers. They use their powerful illusion magic and sharp wits to gain power by binding others in contracts. The Trickster traps you in it’s illusions of either your greatest desire, or your worst fears, and then binds you in a blood contract. your continued pleasure, or freedom from your nightmares, for a boon, a favor, or your servitude. Trickster Demons love bringing the living under their sway, so they can spread their influence to the living world. Their brand of power and cruelty is mundane in an unending tapestry of cruelty and struggle for power. In the Living world, their tricks, illusions, and blood contracts give them power, and command respect, fear, and obedience.

* When they are near, sense their deepest desires and darkest fears

* When they are vulnerable trap them in an illusion from their own mind

* When they are trapped in your illusions, offer them a bargain signed in their blood

* When they can help you reach the Living, demand it as payment

* When you are in control, preen and showboat your illusionary power

* When they have your True Name, be bound to the letter of their word.

I’ve run the 2nd and 3rd sessions of my campaign these last two nights, and there have been some amazing highlights.

I’ve run the 2nd and 3rd sessions of my campaign these last two nights, and there have been some amazing highlights.

I’ve run the 2nd and 3rd sessions of my campaign these last two nights, and there have been some amazing highlights.

A player who was initially leery of improvisation-based games made a bard, and has been actually recording their adventures, notably the barbarian’s victories, failures, and hijinx in rhyme. He’s got quite a few stanzas, loves his bard, and loves jumping in to say cool and useful things about the fiction.

The Druid, in an attempt to win the favour of a bear, took the form of an owl and knocked a bee hive out of a tree. He rolled a 6, and the swarm chased him through the forest howling “Murderer! Destroyer! Invader!” He finally lost them when he changed into a fish and hid in the river.