Just a quick reminder: I put a link up for the Red Aegis kickstarter on the 1st when they had just made it past…

Just a quick reminder: I put a link up for the Red Aegis kickstarter on the 1st when they had just made it past…

Just a quick reminder: I put a link up for the Red Aegis kickstarter on the 1st when they had just made it past $30,000 with their Dungeon World hack a long way off at $60,000.

Well, with 3 days left, They are sitting just $7,500 short of adding a Dungeon World hack to their hack pack (with Pathfinder, FATE Core, and 13th Age already included).

Is it just me, or is Dungeon World becoming one of the top games for people to hack their setting/idea into?

http://kck.st/15GzvjY

http://kck.st/15GzvjY

A new RPG Kickstarter Project with a Dungeon World hack as a stretch goal is running now.

A new RPG Kickstarter Project with a Dungeon World hack as a stretch goal is running now.

A new RPG Kickstarter Project with a Dungeon World hack as a stretch goal is running now.

That goal is $60k and the project is sitting right around $30k.

From the Kickstarter

“RED AEGIS is an epic, millennia-spanning, strategic roleplaying game where you claim your birthright, rally loyal followers to your cause, and forge a dynasty to stand the test of time.

In RED AEGIS you command successive generations of heroes from the setting’s ancient past to the far future–from axe-wielding barbarians to space marines packing gravity hammers, and everything in between.

RED AEGIS is about making difficult choices. These decisions will impact not only your tribe’s future, but also the fate of your descendants and the world they inhabit.”

http://kck.st/15GzvjY

Ran a session last night with four players: one a rpg veteran, another has played pathfinder and some FATE, and the…

Ran a session last night with four players: one a rpg veteran, another has played pathfinder and some FATE, and the…

Ran a session last night with four players: one a rpg veteran, another has played pathfinder and some FATE, and the last two it was their first time.

—————————-

A thief (new), fighter(new), bard (vet), and ranger (new to DW) find themselves in the prison of the Grand Duke for various reason but all of which are contrived or not as they seem.

They broke out of jail without a problem.

They took the map and their gear from the jailer without a problem.

They dispatched 3 of the Duke’s guards without a problem.

When they encountered mages and more guards they returned to a vertical shaft in the prison and managed to hook a rope, climb up, bend the bars at the top and climb out, bypassing 2/3 of the dungeon without a problem.

They fought through more mages and more guards to get to the caverns to the sea without a problem.

Then the ranger shot a shadow that was moving, and all hell broke loose. A swarm of 25 rats (1d4-2 damage) overwhelmed the group. Where were all those 7+ rolls now? Failures left and right, the ranger’s hawk abandoned him, the bard was down to 1 hp and smashed all of the delicates in his pack to kill the rat that had climbed inside. They chewed through the ranger’s armor, rendering it useless. Three of them contracted a rapidly progressing plague (two are in stage two). They finished off the rats eventually, but they didn’t look like the triumphant group that had just punched, shot, sang, and cut their way out of a castle.

They fought all the duke’s mages and all the duke’s men, but a swarm of rats is what almost did them in.

This is a question for all those out there who have designed BASE classes.

This is a question for all those out there who have designed BASE classes.

This is a question for all those out there who have designed BASE classes.

I have a couple ideas rattling around and I am curious what your “development flowchart” looks like? Do you throw down a bunch of move trigger/move ideas, flesh them out, and then plug the into starting, 2-5, or 6-10 later?

That is sort of what I am doing, but would like to know what others are doing.

What is a good break down for advanced moves? — eg, 6 entirely new moves, 4 moves that improve a previously taken move (cannot miss, add an option, etc), and 4 moves that replace a previous.

How many, if any, multi-class moves should be available? It seems 1-2 is the norm with some restrictions.

Thanks in advance for your responses!

I hope to have something raw that I can share sometime next week.

My Human Spider Compendium Class along with two custom moves that play into the class.

My Human Spider Compendium Class along with two custom moves that play into the class.

My Human Spider Compendium Class along with two custom moves that play into the class.

First time creating something like this, so let me know if there is something I am missing.

I have 3 move names in there too without a move associated and an incomplete move.

After some input I have revised the move and changed the equipment to a move as well.

After some input I have revised the move and changed the equipment to a move as well.

After some input I have revised the move and changed the equipment to a move as well.

——————————-

Vertical Limit

When you undertake a daunting climb up a sheer face, roll + nothing. You may add you STR if you are at one half your max load or less. On a 10+ choose one, on a 7-9 you make it to top and choose two:

– It took more out of you than you thought it would. You are WEAK until you can recover.

– You lost your footing on the way up, dropping 1 d2 in weight of your Load. Your choice.

– You had to change your route in mid climb using more supplies than expected. Mark an additional use off of your gear (only available if gear was used and uses remain)

On a miss, you choose one and GM chooses one plus whatever the GM says. You cannot fall if you used adventure gear.

Prepare for the Ascent

When you take the time to prepare for you climb and you have Adventure Gear at your disposal, mark one use and roll + WIS. On a 10+ take +1 forward for you climb, on a 7-9 take +1 forward and choose one, on a Miss choose one and whatever else the GM says

– You’re supplies are inadequate and preparation requires some creativity. Describe what you had to do and mark an additional use from your adventure gear.

– After preparing your path, you are more than a little intimidated by the challenge. You are Confused until you have an opportunity to collect yourself.

———————————-

This all came from trying to work out a trigger for my climbing oriented Compendium Class (in the works). This is what I have as the CC trigger:

 

“When you successfully scale a vertical cliff or wall without any gear or aid, you may take the move…”

===========

===========

Original Post

—————–

This is a move I thought up for when a PC needs to climb a large vertical surface. This is the first move I have written, so be gentle :).

——————————————–

Vertical Limit

When attempting to climb a sheer cliff or wall of 300ft or more, roll +(STR – Load). On a 10+ choose one, on a 7-9 you make it to top and choose two:

– It took more out of you than you thought it would. You are WEAK until you can recover.

– You lost your footing on the way up, dropping 1 d2 in weight of your Load. Your choice.

– You had to change your route in mid climb using more supplies than expected. Mark an additional use off of your gear (only available if gear was used and uses remain)

– The climb takes longer than expected. Ask the GM how.

On a miss, you choose one and the GM chooses one in addition to whatever else the GM says.

——————————————–

I am not happy with the name or with the trigger. Any suggestions for something punchier?

Do the penalties seem balanced?

I also made some climbing equipment to go along with such a challenge.

I know adventure gear can help you out here in undertaking the climb to begin with, but I thought that an item specific to climbing could offer an incentive.

—————————————-

Climbing Gear

5 uses, 20 coin, 1 weight

Climbing gear is a collection of useful mundane items specific to climbing steep or near vertical surfaces such as pitons, a hammer, rope, spikes, etc. When used in the preparation for a climb, you may take +1 forward on your next roll related to your climb and mark off one use.

——————————————

Thanks!

So.

So.

So.

Dungeon World announcement of PDF / Book bundle on Indie Press Revolution pops up on my feed at 4:20pm.

It is 4:37pm, and I have yet to get the IPR site to load.

Coincidence? I think not.

EDIT: Indie Press Revolution is back up and running. 

Now that I can actually get to the page, I went ahead and added a direct link to the DW products.

http://www.indiepressrevolution.com/xcart/product.php?productid=18774&cat=0&featured=Y

I have a question for GMs:

I have a question for GMs:

I have a question for GMs:

I have been thinking about messy and forceful and other weapon/move tags that are more abstract.

How do you show it for PC moves with a messy/forceful weapon and/or for messy/forceful monster moves?

I can easily see how something messy in the fiction (flail, dragon talons, etc) could be represented, but does it play out any differently in the mechanics than a regular attack (additional damage, debilities, etc)?

In short, what do you do for these more abstract tags?

Some setup fiction, mechanics/justification, and then followup fiction would be appreciated.

Thanks!

EDIT:The stretch goal has been met! Adam? Sage? No rest for the “wicked”, eh?

EDIT:The stretch goal has been met! Adam? Sage? No rest for the “wicked”, eh?

EDIT:The stretch goal has been met! Adam? Sage? No rest for the “wicked”, eh?

John Wick & Gillian Fraser’s “Wicked Fantasy” kickstarter is, at the moment, $74 away from reaching its $17,500 stretch goal.

“$17,500 – DUNGEON WORLD CONVERSION BY SAGE LATORRA AND ADAM KOEBEL!”

All you need to get your foot in the door is $10; that will net you the pdf and 10 music tracks to accompany the setting.

EDIT: Thanks to Matt Mensch for providing the link.

http://www.kickstarter.com/projects/2006204732/wicked-fantasy

http://www.kickstarter.com/projects/2006204732/wicked-fantasy

My usual RPG group got together yesterday.

My usual RPG group got together yesterday.

My usual RPG group got together yesterday. Down a few guys, we couldn’t run our typical game (an ongoing 4E campaign), so I offered/pushed really hard to run DW. I ran Morningstar’s Slave Pit of Drazhu with it geared toward characters possibly continuing on: standard level progression and the characters may recover their starting gear if they make it out.

Our group has had some expanded RPG experiences in the past year (ShadowRun, Spirit of the Century, Dread, Don’t Rest Your Head), so the flexibility and narrative focus of DW wasn’t totally foreign. I ended up with 3 players (elf druid, human paladin, and dwarf cleric) and they all felt out their characters pretty well and the game had several great moments.

— The Paladin had a knack for taking down the baddies (one hit kills on the Orc whipmaster and on Drazhu)

— The Paladin also had a knack for getting into trouble (got super low on HP twice, was ensnared in spiderweb and failed two Defy Dangers vs Str to get free, etc)

— The Druid contemplated the corpse of the cave spider and eventually used that form to re-enforce and make less sticky the spider silk bridge over the chasm.

— The druid rolled a 3 when attempting to transform into a ram when attacked by the zombies. “Did you say ‘lamb’?” I said. “I heard you say lamb, you turn into a fluffy lamb and your move is ‘Bleat helplessly'”.

— The cleric scored some good hits at range with some iron spikes as well as some up close hits with a goblin spear.

— The cleric also was able to “Turn Undead” the zombies that dropped from the ceiling, securing enough time for the druid and paladin to reverse the stone falls that blocked the exit.

They came very close to death, but no one had to draw their last breath. The party in general didn’t take too much damage until the zombies at the very end, although the cleric did wind up with two debilities as a result of the spider’s venom.

It was a hit and I think DW may move up into regular rotation with my group.