Attention Ghouls and Goblins, Witches and Warlocks!

Attention Ghouls and Goblins, Witches and Warlocks!

Attention Ghouls and Goblins, Witches and Warlocks!

Looking to get up to a little mischief this Halloween weekend?  Want to haunt a new realm, scare up some adventure?  

Then step right up because The Greybark Adventurer’s League needs you!

We’ve been running an on-going multi-GM campaign for three months now and we would love some fresh blood new players join us for our Halloween Marathon of Madness!

We will be hosting seven games over three days (that’s right seven!) and chasing down a shared, devilish Front – twisted along the skein of the players’ actions. We have four fabulous GMs lined up and we’re looking for engaged, enthusiastic players to join us! !

We’re hoping to have about four players per session, but the more the merrier and we are flexible to add concurrent games in some of our time slots if more than four players stand ready to battle (for or against!) the forces that beset our town! 

So come one, come all!  Head over to our community, take a look, sign up and pack your guts because it’s going to be a freaky ride!!

Please note: we’re a 18+ community and some some topics addressed may be unsuitable for younger gamers. 

https://plus.google.com/u/0/communities/106322006169543437072

Wizard Question:

Wizard Question:

Wizard Question:

I’m not sure if anyone’s covered this before, but I was wondering about the Wizard’s advanced move Prodigy.

It states: Choose a spell. You prepare that spell as if it were one level lower.

The wizard spells are classified in increments of odd numbers 1,3,5,7,9.

So if I chose a level 3 spell to reduce with this move, would it become a level 2 spell (which doesn’t exist), or would it drop a whole “level” and become a level one spell?

Thoughts?

The Best Friend Forever Non-Player Character System.

The Best Friend Forever Non-Player Character System.

The Best Friend Forever Non-Player Character System.

AKA the BFF NPCs

AKA Surviving in a one-on-one RPG

I posted this a while ago and said I wanted to make it into a proper rules supplement. I’ve made it now, and although I’m not sure about “proper” I’d like to get everyone’s feedback on it.

Let me know if you think it works, if you like what I’m saying, and if there’s anything you think I should change =)

Thanks!

https://www.dropbox.com/s/4vb0xdecx7vnp8g/BFF%20NPC%20Rules_Edited%20Layout%20V1.pdf?dl=0

https://www.dropbox.com/s/4vb0xdecx7vnp8g/BFF%20NPC%20Rules_Edited%20Layout%20V1.pdf?dl=0

New Class: The Knight Errant

New Class: The Knight Errant

New Class: The Knight Errant

Hey DW People, I was reading Class Warfare for the first time the other day and I was inspired by “the fool”. It made me think of Don Quixote or Joxer the mighty. The kind of knight whose heart is in the right place, but who is actually a little mad and in over their head. They end up being beaten up time and again, but their convictions are so strong they just keep trying.

It’s an inspirational and also tragic archetype, so I really wanted to make it into a playbook. Here’s my first pass at “The Knight Errant”. I’d love to get your feedback on it =)

https://www.dropbox.com/s/is3yz2zevw2ej65/Knight%20Errant%20v1.pdf?dl=0

https://www.dropbox.com/s/is3yz2zevw2ej65/Knight%20Errant%20v1.pdf?dl=0

Probability of modified 2d6 rolls.

Probability of modified 2d6 rolls.

Probability of modified 2d6 rolls.

Hey DW people. I’m not so great at statistical math… Can anyone help me figure out what the probabilities are of rolling any given number on a modified 2d6 roll? I’ve seen the straight 2d6 charts before, but how does that look with the modifiers?

Hey DW People.

Hey DW People.

Hey DW People. I want to talk about 2 player games. (meaning one GM and one player). Hopefully we can have a discussion about the potential pitfalls of one-on-one DW =)

A recent conversation has (at least for me) gone on a bit of a tangent, so I thought I’d share that tangent separately for discussion.

DW is meant to be played with larger groups of about 4 players and one GM. It’s structured to have an interplay between those players and each of their weaknesses can be buttressed by the others strengths (ideally).

So when you play with just one player and one GM you really have to watch what you do. The player is alone and has no other moves to help her. There’s no one to “aid or interfere” her, and hirelings are only so helpful as written in the rules.

So to help out with this, I’ve overcome these problems by adding a BFF system in a previous game. As me player explored the world she met characters that were obviously important to her, so I made these NPCs into buffed up hirelings. They each had GM moves associated with them, like a monster, and they each had an actual, mechanical move that the player could leverage. Each time she embarked on an adventure she could bring 2 BFFs with her to help her along.

The BFF GM moves were triggered when she rolled a 10+ while in a sticky situation. Sort of like a reverse-hard move. So when she succeeded her whole little party succeeded.

I’ve linked the document I created for that adventure. And I’d love to hear what everyone thinks about this mechanic, how it might be improved, and also what other people’s experiences have been like when running one-on-one games.

https://www.dropbox.com/s/xuuj599j8wzimkt/BFF%20NPCs.pdf?dl=0

https://www.dropbox.com/s/xuuj599j8wzimkt/BFF%20NPCs.pdf?dl=0

Hi DW people =)

Hi DW people =)

Hi DW people =)

I’m running a game for my wife right now, and I am trying to create a custom move-set for her spellcasting.

As far as the fiction goes, this is a world where magic is just being re-discovered after a long Dark-Age. So since a lot of the spells have been lost, wizards are trying to re-discover the magic. So on top of the standard Wizard move-Cast a Spell, I’ve added two more moves that she can do. The first one is based on the Mage’s Cast a Spell.

I’d love to know what you think, and know how you might improve these moves.

Thanks!

Improvise a Spell (INT)

When you weave a spell to help solve a problem, describe it and roll +INT.

On a 10+, the spell certainly helps, but choose one. On a 7-9, the spell takes effect, but the choose two. Either way the casting saps your energy. You take -1 ongoing to INT until you have a moment to clear your head.

Your spell won’t last long – you’ll need to hurry to take advantage of it.

Your spell affects either much more or much less than you wanted it to.

Your spell has unforeseen side effects, and might draw unwanted attention.

Your spell required wild somatic components and you have put yourself in a spot.

On a miss, something’s gone horribly wrong. Your spell may well have worked, but you

will regret casting it.

Scribe a New Spell (INT)

When you have successfully improvised a spell with a 7+ and have some quiet time to yourself you may attempt to formalize then spell in your spell book. Describe the spell and set a level then roll +INT.

On a 10+ you scribe the spell in your book, no problem. On a 7-9 choose one. On a miss both.

The spell was more difficult than you thought, add one to the level you set.

The spell’s magic was angry and volatile, it consumed an adjacent spell in your book. Remove one spell of the same level.

Here’s something I’ve been toying with: The Level 0

Here’s something I’ve been toying with: The Level 0

Here’s something I’ve been toying with: The Level 0

I like the idea of players getting to play first and then choosing their playbook based on what they feel suits their character. I allow a great deal of flexibility when it comes to what they can do at level 0, but with some more severe consequences for failure depending on what they do.

It was originally intended as a means to start the players as kids, but you can really start as whoever you want.

For the “who is your daddy and what does he do?” move I was generating two keywords (using the mythic system) for the players to do some word association and come up with their character’s backstory.

For the “what do you wanna be when you grow up” move I was having the players draw from a deck of animal cards to inspire their character’s personality and drive.

Really any means of inspiration works though.

I’m just looking for some input on the playbook =)

https://www.dropbox.com/s/6wuaw9ril424h7b/The%20Level%200%20V1.pdf?dl=0