Just had an insight: I’m writing a front with three identical dangers but with different dooms and finding nothing…

Just had an insight: I’m writing a front with three identical dangers but with different dooms and finding nothing…

Just had an insight: I’m writing a front with three identical dangers but with different dooms and finding nothing wrong about it.

So, after months of DW and with one less player for the next session, we finally decided to play some other game,…

So, after months of DW and with one less player for the next session, we finally decided to play some other game,…

So, after months of DW and with one less player for the next session, we finally decided to play some other game, just to try something new. Reading it, I realized another very beautiful feature of DW.

You see, this handbook (which I will not name) is full of phrases like “if you want another setting, you can easily adapt these details to it”, or “if you want to modify this rule to better suit your group, absolutely do it!” and so on. However, basically it is declaring the obvious (of course any group can modify any part of any game when the hell they want) without providing instructions on how to do it. In DW, it’s quite the contrary. Not only its core rules actively tell you how to tweak things to your current game (you know, ask questions, fiction first and all that), but it has a full, useful chapter on how to and why modify even the most basic rules.

Well, probably this is something it shares with all the powered by the apocalypse games, but still.

I just ran an improvised game with 8 players in 2 hours (the only class left out was the thief!).

I just ran an improvised game with 8 players in 2 hours (the only class left out was the thief!).

I just ran an improvised game with 8 players in 2 hours (the only class left out was the thief!). Unexpectedly funny. They risked death underwater against giant crocodiles, found a magic death-bringing sword, disarmed a magically booby trapped door, and wiped out like ten flaming demons. Time ran out when they were facing four caped cultists trying to smash open a giant egg with strange hammers. Spotlight was not perfectly distributed but no one felt ignored. A great deal of precious time was spent deciding who should have healed who after the first fight.

The thief cried “BUT I WANNA A FERRET” so I came up with this:

The thief cried “BUT I WANNA A FERRET” so I came up with this:

The thief cried “BUT I WANNA A FERRET” so I came up with this:

Hairy Accomplice

You are followed by a little ball of fur that shares your interest in theft and deception. Name it and choose its species:

ferret, parrot, monkey, mouse, magpie, cat, owl, spider, viper, bat

Choose a base:

Cunning +2, Skill +1, Malice +1, Humanity +1

Cunning +1, Skill +2, Malice +1, Humanity +1

Cunning +1, Skill +1, Malice +2, Humanity +1

Cunning +2, Skill +2, Malice +1, Humanity +2

Choose as many talents as its cunning:

quick, stealthy, cute, talking, camouflage, keen senses, tiny, agile, intelligent, threatening

Choose as many fields of competence as its skill plus 1:

pick locks, pick pockets, find traps, disarm traps, misdirect, juggle, lookout, investigate, secrete poison, spy, extortion

Choose as many flaws as its humanity:

greedy, coward, liar, naughty, clumsy, noisy, vain, annoying, garish, yucky

When you work with your hairy accomplice in one of its fields of competence…

…and you use your tricks of the trade, add its skill to your roll.

…and you act as a trap expert, add its cunning to your roll.

…and you make some doses of poison, you make as many extra doses as its malice.

…and you discern realities, add its cunning to your roll.

…and you parley, add its cunning to your roll.

…and you backstab, add its malice to your damage.

…and someone interferes with you, add its humanity to their roll.

First of all, the tweaked version of “undertake a perilous journey” we use in my group: the quartermaster rolls on…

First of all, the tweaked version of “undertake a perilous journey” we use in my group: the quartermaster rolls on…

First of all, the tweaked version of “undertake a perilous journey” we use in my group: the quartermaster rolls on Int, the trailblazer on Con and the scout on Wis. In this fashion, various classes tend to prefer one job over the others and this adds cool details on what the class’ role is even during travel. Also, we already played with standard seafaring in the past and I just replaced the trailblazer with the pilot and the scout with the lookout.

Now that the pcs are sailing on a interplanar ship, I’d like to throw in some serious custom moves. Currently, they travel on a catamaran capable of sail in various environments (we’ve seen it “floating” in the plane of fire and going full-submarine in the material plane). Basically, the plane-jump works in this way: the navigator selects the right amount of raw elemental particles that the big, column-like steampunk engine at the center of the ship processes like a sort of code; a harpoon is then launched and it breaches through the aether sea reaching the plane with the same proportions of the elemental particles processed. The ship then follows, crossing the opened portal, pulled by the harpoon, traversing the aether sea until it arrives at destination. The trick is, using very specific and highly detailed ingredients, you can reach out individual places; e.g., the players used a fragment of a unique mineral found in the first rooms of the dungeon to come back to that place.

They’ve got hirelings who do the job for them, but they’re very prone to mutiny, so we will soon need a custom move to have the characters handle the ship. I was thinking of reworking UaPJ, using these four roles:

The Shipwright (Con): on a 7-9, the ship is ok and will be able to sail again after the few hours of usual preparation and maintenance every ship needs; on a 10+, the ship can sail again right away. [he’s the mechanic of the ship]

The Navigator (Int): on a 7-9, you lead the ship within reasonable vicinity to your designed destination; on a 10+, you may also automatically sail back from whence you came as soon as the ship is ready to sail again. [he keeps, gathers and selects the elemental particles the engine processes]

The Pilot (Str): on a 7-9, you’re steady and precise, avoiding the obstacles of the aether-sea; on a 10+, your skill allows you to seize an opportunity during the navigation, the GM will tell you what. [he’s basically the helmsman that keeps steady the ship while it is pulled by the harpoon; by opportunity I mean things like having the drop on a target or crossing the aether sea unexpectedly quick]

plus the lookout, who acts exactly like a scout and rolls on Wis.

Suggestions, feedback and any kind of comment is much appreciated!

So yesterday (playing in a pub prophetically named Captain Cosmos) the group turned from a dungeon crawling party to…

So yesterday (playing in a pub prophetically named Captain Cosmos) the group turned from a dungeon crawling party to…

So yesterday (playing in a pub prophetically named Captain Cosmos) the group turned from a dungeon crawling party to a planar pirate crew sailing in a dimension-hopping catamaran. The new ship’s captain is obviously Drakkarrr Krakengrinder, our dwarven barbarian.

We love you, dungeon world.

So guys, help me figure out this thing.

So guys, help me figure out this thing.

So guys, help me figure out this thing. The fighter gathered up some coin and like an 8-year-old she said “I wanna buy a magic item!” I asked her “well, what kind of magic item?” she replied “I don’t know, just any magic item is fine!” and I said “well, we’re in an Azer underground secret settlement with a planar market, chances are this time you can actually buy magic items for coin. Let’s roll supply!” dang-she missed the roll. I described her buying a “magic axe” that would “slay any dragon with one hit” from a skinny, roughed up Azer that strangely disappeared suddenly after the trade. Needless to say, the axe melted down a few minutes later. [edit: here I stopped my description of the miss] She then asked around about that particular Azer and people there laughed and gave her his name, although they also said she probably would never see him again. She made peace with herself and we went on. But I sort of feel that it was too much of a hard move by my side. I mean, I basically described a whole scene all by myself. Is this correct?

I was searching for inspiration to make some interesting monsters when I found this thing.

I was searching for inspiration to make some interesting monsters when I found this thing.

I was searching for inspiration to make some interesting monsters when I found this thing. It’s working miracles! For my next game, I’m gonna create a giant leech-turtle (shell of a turtle, but nasty leeches where head and arms should have been!), the last dodolphin family (they’re so intelligent that brain eating monsters hunted them down to extinction) and a swarm of very ferocious tiny hairy mangoose-lions.

http://spipes.deviantart.com/art/The-Random-Animal-Generator-190882155

http://spipes.deviantart.com/art/The-Random-Animal-Generator-190882155

Uh, how am I supposed to manage a horde of 2d6.w monsters attacking the same target?

Uh, how am I supposed to manage a horde of 2d6.w monsters attacking the same target?

Uh, how am I supposed to manage a horde of 2d6.w monsters attacking the same target? I roll 2d6 once at a time for every monster taking the worst die of the couple and then I take the best result from all the rolls as the damage dealt? There’s no way I can roll just once?

Is the barbarian the richest single chapter of the game speaking of quotes and references?

Is the barbarian the richest single chapter of the game speaking of quotes and references?

Is the barbarian the richest single chapter of the game speaking of quotes and references?