An idea for a move for a hypothetical “Ooze” playbook.

An idea for a move for a hypothetical “Ooze” playbook.

An idea for a move for a hypothetical “Ooze” playbook.

Gelatinous Form

When you use you’re gelatinous form to slink past an obstacle or attack, roll 2d+Dex.

On a 10+, you slosh through it unscathed.

On a 7-9, a Glob flies off you. Take 4 damage.

When you reabsorb a Glob back into you, heal 4 damage.

THE RUST MONSTER

THE RUST MONSTER

THE RUST MONSTER

I’m not sure how many people are in the niche that want to play as a rust monster in DW. But if you are, here is this untested base class I’ve been working on for a while. 

If you think it’s a stretch to base a class off ruining equipment, you’re not wrong. So I give it some moves about going fast (better than average speed is a trait the rust monster has in most of it’s incarnations) and being tight with other monsters (I assume most monsters would like to have one around to keep adventurers away)

Slurg

Slurg

Slurg

Tiny, Horde, Devious

3 HP 0 Armor

No damage

Special Qualities: Very loud when hurt or killed

Small, pitiful slugs. Very little self preservation but they make a loud, distinctive “plop” when stepped on, making them seen as more valuable as alarms than a food source to most creatures.

Instinct: To wander aimlessly.

-Get in the way.

-Approach danger.

The Oddworld games are pretty good at demonstrating the principle “Give Every Monster Life”

I really love how flexible the principle of “Ask Questions, Use Answers” is.

I really love how flexible the principle of “Ask Questions, Use Answers” is.

I really love how flexible the principle of “Ask Questions, Use Answers” is.

The person who is really good at improvising can just hash out the entire setting right at the table.

The person more comfortable with having something prepared, can ask more limited questions that already imply a premise like “Why are you going to see the witch of the Stinking Mire?” or even multiple choice questions like “Which of these things are in your partiescastle? A) A catapult. B) A magic mirror C) A dwarven blacksmith…”

Both of these people are acting perfectly in accordance with the rules and the spirit of Dungeon World and I think that’s a real testament to the game’s design.

I remember when I was like in middle school or something and when I used a tweaked version of the Toon rules to play…

I remember when I was like in middle school or something and when I used a tweaked version of the Toon rules to play…

I remember when I was like in middle school or something and when I used a tweaked version of the Toon rules to play D&D-like adventures with my siblings and cousins. I always loved just plopping them in a dungeon and being surprised with the creative stuff they’d come up with.  Those experiences, to me, defined seeing players do awesome things as the main appeal of being a GM.

I think Dungeon World appeals to me because it goes a step further by guaranteeing the players a say in the setting itself. This is actually pretty nice because the expectation to make a fully fleshed out setting kind of intimidated me from running games like dungeons and dragons, especially considering we’d usually be playing for one or two sessions. Letting players define the world around them takes the pressure of me and lets them feel more involved.

Regeneration

Regeneration

Regeneration

When you call upon your regenerative powers to regrow lost flesh, name what you want back and Roll 2d+Con.

On a 10+, your body part grows back in perfect condition and you heal d8 hp. On a 7-9, your body part comes back but it’s exhausting. Choose 1:

-Your flesh is tender, treat the next attack against you as if it had the  messy tag.

-A burdensome growth sprouts along with it. Lower your Load by 1 until it is shaved off.

You’re in the lair of the evil Lord Maggot just moments before he is about to summon the Terrible 3-Headed Demon…

You’re in the lair of the evil Lord Maggot just moments before he is about to summon the Terrible 3-Headed Demon…

You’re in the lair of the evil Lord Maggot just moments before he is about to summon the Terrible 3-Headed Demon Swan. Each player picks from both lists once, starting with the youngest.

Oh No! You’re…

…dangling above a pool of piranha infested acid…

…fending off a couple of Chull henchmen…

…currently deafened by the Horn of Misfortune…

…being surrounded by flock of angry cave bats…

…separated from the action by a huge flight of stairs…

…slowly succumbing to the filth fever you contracted from that rat bite…

…knocked prone in a puddle of ultra-slippery slime…

…still completely wasted from that drinking contest with the guard….

…but don’t despair yet! You also have…

…obtained the Sapphire Ring of Astral Projection!

…captured the heart of Lord Maggot’s hot human son!

…knowledge of Lord Maggot’s deepest fear!

…stolen a small pouch of valuable jewels when no one was looking!

…the key to the Alicorns’s cage!

…contact with the ghost of the last adventurer to face Lord Maggot!

…a dose of lethal Iocaine Powder!

…activated the lair’s self destruct sequence! Wait a minute….

Break-Up Artist

Break-Up Artist

Break-Up Artist

When you end a relationship (professional or otherwise) with someone who doesn’t want you to leave, roll +CHA. On a 10+, they are calm and understanding but they’ll gladly welcome you back if you change your mind. On a 7-9, choose 1:

–They’ll lash out at you initially, but will come around quickly afterwards and apologize.

–They act like they’re at peace right now but you know they’re not, they will be back for you later and they will be mad.

A Prompt for a pirate-themed adventure.

A Prompt for a pirate-themed adventure.

A Prompt for a pirate-themed adventure.

You’re all on a pirate ship. Who’s ever character has the highest charisma decides who is the captain.

Your pirate ship by default has a big ol’ pile of junk (treat like non-portable pack of Adventuring Gear), a stiff bunk for each party member, and a map to the Island of Wonder.

To determine what else is on the ship, the players take turns picking 1 item from this list. Go clockwise around the table starting with captain until everyone has picked twice. The last player to pick may instead pick 1 item the special list.

1. A pantry stocked with 3 Rations worth of food for each party member.

2. A couple kegs of Dwarven Stout.

3. A study, treat like a non-portable bag of books.

4. A cannons and enough gunpowder to launch 5 cannon balls.

5. A luxurious captain’s quarters.

6. A pack of dynamite! (3 uses, slow, dangerous, messy)

7. A chest containing 350 coins worth of loot.

8. A secret room. It’s empty, but you’re the only one that knows about it.

9. A curious piece of art that maybe worth something(2dx50 coins)

10. A parrot that’s overheard a lot of things.

11. A jail cell.

12. A lifeboat that almost seats the whole party.

13. Three scrolls with a level 1 spell printed on each.

14. An armory containing 30 coins worth of weaponry.

15. A partially decomposed corpse of someone you know.

16. A cabinet containing three antitoxins, a healing potion, and a vial of an unknown purple liquid.

17. A spiffy dining hall that seats a dozen people.

18. A set of very long planks that can be used to board other ships.

19. The flag of your enemies.

20. One use of each poison on the equipment list.

Special list

1. A ghost that appears to you in the middle of the night.

2. A monstrous shark that follows your ship.

3. Magical rapier enchanted with the spirit of murdered swordfighter.

4.  A strange doll strewn with needles.

5. A live zombie head in a jar.

6. A dusty mirror that shows you strange visions.

After all of the items have been picked, the players collaborate to draw a map of the ship.

Now we create some of the surrounding world. First, the GM draws the Island of Wonder on the map in a place that will be a place far from civilization. Each player may choose to illustrate a hazard surrounding the Island; if they do, they get 1 point of XP.  The player doesn’t know for sure what the Hazards are, it’s up to the GM to interpret what the illustrations mean. Ask the players what special things are rumored to be on the Island. If a player describes a rumored thing that is important to the character or what they want, give them 1 XP.

The captain describes a hub area where the crew frequently goes to buy equipment, recruit hirelings, get drunk, etc. now draws it on the map. Your ship starts out pretty close to that area.

Finally, every player describes a place personally important to their character and draws it on the map. The map can and will expand as new locations become relevant.