An interesting item my player started with (almost entirely the Slayer move for those of you that might want to…

An interesting item my player started with (almost entirely the Slayer move for those of you that might want to…

An interesting item my player started with (almost entirely the Slayer move for those of you that might want to checkout that playbook, but it was so cool that I had to share):

Mask of Rose Gold

What was once golden, this mask has seen so much blood that its hue has turned to rose. The first time it was worn by Hanmar, our Masked Mage, he saw the torment and murderous past of the original owner.

When you wear the mask, it is a part of you for now. On any 6- you roll, gain 1 thirst for blood.

For each thirst, you take one debility and a +1 to Hack & Slash. When you have all six debilities, take d6 damage instead.

When you land the killing blow, reset your thirst to 0 and you may now roll+WIS to attempt to remove the mask.

On a 10+, you do so. On a 7-9, the memories of the mask haunt you. Take the shaky debility until you wear the mask again, someone else wears it, or you manage to sleep for a few hours.

Episode 1

Episode 1

Episode 1

Cast:

Kalil, the Human Immolator

Shrike, the Human Ranger

Hanmar, the Human Masked Mage

Brockmoor, the Dwarven Cleric

Legosi, the Feral Cloak

On the road to the Slimy Gorge, the caravan slowed as it reached the entrance to the bridge over the old river. The adventuring party watched with interest as the soldier-clad wagon came to a halt and took note of its inventory and crew. The soldiers stood in formation around the wagon and their ogre in tow – clearly the muscle – stared aimlessly forward, waiting to proceed over the bridge. The ogres neck was chained and bound into the supply line, led by two of the soldiers.

A man on the bridge called out for a toll to be paid. Of course he did. It was all part of the plan. The informant would distract the soldiers and stop them at the bridge. As the parties discussed, our heroes neared the edge of the brush, weapons drawn. Whispers from the trees reached the ears of Hanmar, the Masked Mage, as they waited. Whispers… whispers of the mask he found in the home he now owned, once belonging to the famous man. The man without a name.

A failed ranger’s reading of the ogre’s stature led to its interest in the Human Ranger, Shrike, as it sniffed its big fat nostrils in his direction. A coy move to slip away from the ogre’s attentive snout led to an unfortunate discovery of Kalil, the Human Immolator, hiding in the thick, where Shrike had just duck away from. It was of no worry to Kalil as a fiery swing of the Immolator’s fist blackened the great creature’s face and sent him spiraling back into the wagon ablaze. The soldiers quickly took to their weapons, with the captain frantically coordinating their efforts to begin moving forwards again. Fortunately, Hanmar was able to halt the caravan with his illusions and prevent the enemies from escaping.

The battle lasted only moments with the blood of the caravan’s party soiling the ground around them. The ogre laid chained to a nearby tree thanks to Kalil, and Brockmoor, the Human Cleric, panted as he calmed himself, single-handedly releasing the souls of half the enemy troops from their bodies… with his warhammer. Much to his chagrin, Legosi, the Feral Cloak, failed to capitalize on his ability to maneuver the battlefield with fantastic speed, utilizing the darkness and environment, to his advantage, landing him in the muck of the river and sinking to what could have been his demise – a force pulling him deeper and deeper. With only a single hand protruding from the thickened sludge, he was pulled to safety by his comrades. The swamptopus would likely be seen again…

All was thought to be clear and safe. The group had the cargo they came for – the Stone of Dryness, which was planned to be used by the priest lords to dry up the great lake of the Slimy Gorge. It was less than a moment later that the group was approached by a group of bandits that Kalil inadvertently tipped off about their plans – likely to his loud boasting over a night of heavy drinking the night before.

With a fantastic attempt by the Masked Mage to create an illusion of heroism and grandeur, the party made a narrow escape with their cargo.. that is, until Kalil and Shrike exchanged words, providing Shrike with a need to prove his dextrous prowess and retrieve a lost bag of gold from the site of the caravan. His efforts were thwarted, landing himself and his wolf as prisoners of the dastardly rogues.

With an amazing feat of power and tactics, the group made quick work of the bandits and rescued their ranger thanks to Brockmoor’s amazing display of strength, the deftness and ferocity of Legosi’s bite, the sailing firestorm that is Kalil’s flame sword, and the now madly-masked illusory rage building within Hanmar – what, I didn’t explain the mask? Oh yes… well, you’ll have to wait to hear more about that next time!

Update on the Master Blacksmith, of the upcoming Master Artist series. Critiques and ideas welcome.

Update on the Master Blacksmith, of the upcoming Master Artist series. Critiques and ideas welcome.

Update on the Master Blacksmith, of the upcoming Master Artist series. Critiques and ideas welcome.

https://drive.google.com/file/d/0B99hPl0o50Y8M25XRXpnNnhkTTA/view?usp=sharing

www.semidarkarts.com

https://drive.google.com/file/d/0B99hPl0o50Y8M25XRXpnNnhkTTA/view?usp=sharing

As part of my series of upcoming playbooks, The Master Artists, I present a peek into the Master Minstrel.

As part of my series of upcoming playbooks, The Master Artists, I present a peek into the Master Minstrel.

As part of my series of upcoming playbooks, The Master Artists, I present a peek into the Master Minstrel.

https://drive.google.com/file/d/0B99hPl0o50Y8LXNpNWU4Qy1lZ28/view?usp=sharing

https://drive.google.com/file/d/0B99hPl0o50Y8LXNpNWU4Qy1lZ28/view?usp=sharing

That’s it, I did it.

That’s it, I did it.

Originally shared by Damian “LFGM” Jankowski

That’s it, I did it.

I didn’t want to but it’s done!

There’s no going back now.

So the Master Artist playbook was, what I have finally admitted to myself, a culmination of a lot of ideas mashed into one. I wanted a lot of different artistic styles to be able to be played through this but have decided to reroute… I will instead be splitting it into specific playbooks to be very specific to a certain art style.

I hope to put out a few of these classes as a series, called The Master Artists. This is very preliminary at the moment but my first will be the Master Blacksmith. I won’t announce the others until I have the basics down.

Here is the concept of the Blacksmith as it stands from my initial designs tonight. Ignore the paint icon.

https://drive.google.com/file/d/0B99hPl0o50Y8M25XRXpnNnhkTTA/view?usp=sharing

https://drive.google.com/file/d/0B99hPl0o50Y8M25XRXpnNnhkTTA/view?usp=sharing

This playbook, the Master Artist, has been in production so long but I am so happy that I waited to make it exactly…

This playbook, the Master Artist, has been in production so long but I am so happy that I waited to make it exactly…

Originally shared by Damian “LFGM” Jankowski

This playbook, the Master Artist, has been in production so long but I am so happy that I waited to make it exactly what I want it to be. I am nearing its completion and would like to hear feedback from anyone interested in critiquing it.

https://drive.google.com/file/d/0B99hPl0o50Y8a05hMzl4bW92a0E/view?usp=sharing

First 4 players accepted. Would like one person to playtest my Master Artist playbook.

First 4 players accepted. Would like one person to playtest my Master Artist playbook.

Originally shared by Damian “LFGM” Jankowski

First 4 players accepted. Would like one person to playtest my Master Artist playbook.

events/cdliefuof9pp62a6qjuakpg7n88?authkey=CL6Uz6mcoNe3KA

Might be running a short, 90-120 minute Dungeon World session tonight and tomorrow to continue play-testing for my…

Might be running a short, 90-120 minute Dungeon World session tonight and tomorrow to continue play-testing for my…

Might be running a short, 90-120 minute Dungeon World session tonight and tomorrow to continue play-testing for my Master Artist playbook. Starting at 7:30 EST. Any interest for either of the two nights? 2-4 players will be fine.

So, I’ve been tangling with a scenario in my head.

So, I’ve been tangling with a scenario in my head.

So, I’ve been tangling with a scenario in my head.

If you have a player that decides to fight an enemy, let’s say the enemy is a very dextrous rogue, and the player wants to simply H&S, though you believe the rogue would be too quick for him, how would you approach this?

A) Simply allow him to attack.

B) Tell the player that his sword attack is met with a riposte from the rogue and he cannot penetrate the swirling finesse of the rogue’s short sword. What do you do? (deny the attack)

C) The rogue riposte’s your attack and you find yourself surprisingly off-guard as the rogue draws your sword to one side. Her off-hand slips to her belt and you barely notice that she tries to discreetly, but quickly, pull a dagger from her belt and lunge for your open flank. What do you do? (deny the attack with forward narration for the player to react)

D) The rogue parry’s your sword to one side, leaving you wide open to an attack as she steps forward and slams her foot into your chest, sending you flying backwards. What do you do? (Hard narrative push to demonstrate heightened difficulty with opening for player response)

E) Other?

Sometimes, situations like C and D feel like hard moves to me, and I feel strange performing them without a failed, or at least 7-9, roll result. Where is the line between hard move and narrative heightening of difficulty in a scenario?