This has probably been covered in the past, but in case it hasn’t, I just had the notion of yet another way to…

This has probably been covered in the past, but in case it hasn’t, I just had the notion of yet another way to…

This has probably been covered in the past, but in case it hasn’t, I just had the notion of yet another way to improve bonds, very simply.

Rewrite them as move triggers.

________ does not understand me, or my culture. I will explain myself to them, no matter how long it takes.

becomes something like…

When ______ misunderstands me or my culture, I will explain myself to them, no matter how long it takes.

The difference is subtle and easy to write off, but I think it increases the chance of players interacting with them, since they are already primed to look for similar triggers.

This isn’t exactly for FotF, but the context is very similar and wanted to get feedback or any potential mechanical…

This isn’t exactly for FotF, but the context is very similar and wanted to get feedback or any potential mechanical…

This isn’t exactly for FotF, but the context is very similar and wanted to get feedback or any potential mechanical issues pointed out. How does this sound? [bracketed parts are things I’m considering]

Supply

Supply is a stat that represents the entire party’s mundane supplies including rations, fuel for light, ammunition, medicinal items, and the condition of shelter and comfort items like tents and bedrolls [as well as your packs and treasure sacks].

Supply is similar to an Ability Score, ranging from 0-18, and translates to a Modifier just like an Ability. [It starts at 15 for a group of 1-2, 17 for 3-5, and 18 for 6 or more, including hirelings and pack animals].

Make a roll plus Supply when a meal, light, ammo, or healing is needed.

Complications and Consequences are determined by the GM, but might include decreasing the Supply score by some amount, time taken while cooking or repairing something, a restless night from spoiled rations or degradation of shelter, or completely running out of one of the types of resources.

[You can always decrease the Supply score by 1 to add a +1 to the roll.]

Inspired by a B/X house rule here http://jrients.blogspot.com/2008/11/draft-cinder-house-rules-part-1.html

Inspired by a B/X house rule here http://jrients.blogspot.com/2008/11/draft-cinder-house-rules-part-1.html

Inspired by a B/X house rule here http://jrients.blogspot.com/2008/11/draft-cinder-house-rules-part-1.html

Pay Respects

When you lay to rest a heroic companion, after spending a day to prepare a burial mound or monument, or a funeral pyre or ship, each surviving character says how they honor the dead and may offer up to 1000sp times the level of the deceased in coin or valuables as grave goods to be interred or burned with the body, granting them 1 XP per 100sp.

Whether or not this counts toward the player’s Stash is up to the GM.

Jason Lutes 2e being standalone, I’m wondering what tack you’ll be taking with GM Advice.

Jason Lutes 2e being standalone, I’m wondering what tack you’ll be taking with GM Advice.

Jason Lutes 2e being standalone, I’m wondering what tack you’ll be taking with GM Advice. Will you mostly be replicating DW’s? Will there be unique agendas and principles with a more old-school bent?

With 2e’s additional content around settlements, I’ve been wondering what’s missing for anyone wanting to play in…

With 2e’s additional content around settlements, I’ve been wondering what’s missing for anyone wanting to play in…

With 2e’s additional content around settlements, I’ve been wondering what’s missing for anyone wanting to play in the True Frontier. To that end, here’s a move to make a mini-settlement where the party can make Downtime moves.

Outpost

When you spend a week building up a small outpost on the frontier, you must first Scout the area, dealing with any threats. Then, roll+nothing, +1 if you pick the +1 forward from Scout, and choosing 1 more option if you find beneficial terrain. On a 10+, choose 3, On a 7-9, choose 2, On a 6-, Don’t mark XP and choose 1.

– Circle the Wagons: You’re able to build up some defenses, the specifics depending on local resources

– Creature Comforts: Lodging counts as Modest instead of Poor for Recover

– Good Hunting: As a Downtime move, gain 4D6 rations

– Curious Visitors: You can Recruit from local inhabitants or travelers

– Placid Environs: +1 Peace for Pass Time

At the Outpost you can…

– Find enough food to sustain you without tracking Rations.

Bank It by burying or hiding your stash to retrieve later.

Pass Time at 0 Peace and Poor Conditions, treating settlement events as GM moves, and make Downtime Moves. After each week, everyone should Keep Company once due to the isolation.

Here are three alternatives (or supplements) to the basic Bond system.

Here are three alternatives (or supplements) to the basic Bond system.

Here are three alternatives (or supplements) to the basic Bond system.

To encourage character history and story (more like AW Hx, bonds are non-descriptive):

Fireside Chat

When you get to know one of your companions while making camp, ask them something about…

– Their life before adventuring

– The culture of their people

– Somewhere they’ve been before

– Their intentions after fulfilling the party’s current goal

– What they think about another companion or an NPC

If your character is intrigued by the answer, the character answering marks XP, and you gain +1 bond with them. They can then ask you the same question; if you answer, they also gain +1 bond with you and you mark XP. Max bond is +3.

When you fail (or should it be 10+?) Help or Hinder, remove 1 bond with that character.

To keep groups together (inspired by Star Wars movies):

Starting bonds describe why your character finds themselves with the other characters, either focusing on a certain other character, or the group or its goals as a whole

Test the Fellowship

When you have reason to part ways but circumstances keep you together, or when a situation forces you apart but you find reason to return, resolve your bond, write one describing your new relationship, and mark XP.

When you Help or Hinder a character, add the number of bonds that you have with that character, plus any group bonds that character has.

To kickstart story, each character chooses one of a few:

Quest Bonds

__ and I are searching for the location of the great artifact, __

__ and I are being pursued by bounty hunters for __

__ and I are contracted by __ to keep them safe

etc.

Welp, my first TRPG (Dungeon World) campaign as a player has come to a close tonight, after about 8 months, with,…

Welp, my first TRPG (Dungeon World) campaign as a player has come to a close tonight, after about 8 months, with,…

Originally shared by David Perry

Welp, my first TRPG (Dungeon World) campaign as a player has come to a close tonight, after about 8 months, with, (as I suspect is not actually all that uncommon) one of the players, a Grim World Necromancer eating the brain of the Prime God to become one himself, but losing his own mind in the process.

It was a wild ride; by the second session, I was obsessed with inhabiting my player and seeing the world from their eyes, trying to figure out what they’d do in the tight situation they were in (at that point, separated from one PC, deep in a giant centipede infested underground bunker-temple, the body of the other PC dead at their feet having been mostly responsible for his death).

The world itself was oppressive and relentless, but I kept coming back for more, wanting to uncover its secrets (this campaign was more pre-prepped sandbox style than Vanilla DW). My second and last character being a paladin felt like a relief; I mostly needed to only care about fulfilling my chosen gods’ will. In the end, he was forsaken due to his own companion’s ambition.

It’s definitely time for some more light-hearted games for a while, whew.

Jason Lutes, am I right in assuming Adventuring Gear is intended to not be capable of producing items that are…

Jason Lutes, am I right in assuming Adventuring Gear is intended to not be capable of producing items that are…

Jason Lutes, am I right in assuming Adventuring Gear is intended to not be capable of producing items that are explicitly listed in the equipment list, such as rope, or a grappling hook?