Had an idea, and wanted to share with the community to get help.

Had an idea, and wanted to share with the community to get help.

Had an idea, and wanted to share with the community to get help. It’s not strictly limited to Dungeon World, but it is so very heavily inspired by it, I wanted to share here. 

I’m trying to build a list of evocative questions to ask players of their characters during character generation. Actually, as part of play, I’d want to have these written down and let them randomly choose a few, then pick the one they like best, and go with it. Each is actually a defining phrase and a pair of leading questions after. It’s the kind of thing that most Dungeon World GMs do naturally, but I’d like to make it easier for other non-DW groups to get into the feel.

The concept is to give the players a fact about their character, then ask a pair of questions, one calling for action, and one giving them power to act.

Here’s a few I’ve got already: 

* A dead relative’s ghost still haunts you to this day. What can they teach you, and on whom do they want you to extract revenge?

* Your own parents drove you from your home town. What power do you have that they fear, and why is someone from your family following you?

* You carry an heirloom from a great, great ancestor. What powers does it hold, and who seeks to take it from you?

* You have knowledge others would kill to know. Who’s trying to kill you, and why is the knowledge so powerful?

* You are bound to a powerful supernatural creature. What powers does it give you, and what does it ask in return?

* A face haunts your dreams. What danger is this person in, and what can you gain from finding them?

* You’ve been affected by a terrible curse. What horrible power does the curse grant you, and what must you do to be cured?

* The prophecies speak that you are the chosen one. Who intends to keep you from fulfilling the prophecies, and what powers are you prophesied to wield? 

* Through your veins flows the blood of something more than mortal. What makes others fear you, and what hungers must you sate to wield these powers?

Looking for and open for suggestions for more!

This came to me after an incredibly strange bout of deja vu:

This came to me after an incredibly strange bout of deja vu:

This came to me after an incredibly strange bout of deja vu:

Deja Vu

When you remember the immediate future, roll+Int. On a 10+, the vision is useful and you can act on it immediately: when you act on this information you may treat your next roll as if you had rolled a 10.  On a 7-9, your vision is flawed or incomplete, you gain +1 forward when you act on the information in your vision.

While I don’t have a playbook yet (though that’s being planned…) here’s the text for the Monster Tamer class.

While I don’t have a playbook yet (though that’s being planned…) here’s the text for the Monster Tamer class.

While I don’t have a playbook yet (though that’s being planned…) here’s the text for the Monster Tamer class. 

Eagerly awaiting criticism. 

https://docs.google.com/document/d/11fApZGhvAs-K_cAP4tGrcDZnRUjKaTf19L003ZaCB0E/edit?usp=sharing

It took me until deep into the night last night, but I have a rough draft of the Monster Tamer finished.

It took me until deep into the night last night, but I have a rough draft of the Monster Tamer finished.

It took me until deep into the night last night, but I have a rough draft of the Monster Tamer finished. Once I get my wife to proofread / sanity edit the document, I’ll toss it up here and see what you guys think. 

I need some help!

I need some help!

I need some help! I’m trying to create a new class for my son, who I’m trying to break into tabletop RPGs and away from the console games, and thought he might like it more if he could play a pokémon master in a fantasy world. Plus, it just seemed like an awesome thing to make.

I can’t figure out how to make the ‘Monster Catcher’s monsters to act properly. They’re not a ranger’s animal companion – the monster catcher doesn’t do anything but suggest actions while the monsters go out and do them, they don’t ‘work together’ at all, for the most part. I don’t want to make the mechanics with this too difficult but I do want it to reflect the fact that the monster catcher isn’t doing anything but telling the monster what to do.

The current plan is to give each monster a set of stats like a ranger’s animal companion – maybe rename them to be more thematic for the class – and a loyalty score as well. When you try to get your monster to perform an action for you, roll + loyalty. But then you’re ignoring the monster’s stats completely.

I could have the roll be cha + associated stat, but anyone looking at the class will give their monster catcher a high charisma, and almost never fail rolls – at least, have a much better chance not to.

Loyalty + monster stat? Then I’m not bringing in the monster catcher’s skill at all, and it’s all on the monster. 

Anyone have any advice?