Where does the Idea steff from, that players never call out their moves in #dungeonworld?

Where does the Idea steff from, that players never call out their moves in #dungeonworld?

Where does the Idea steff from, that players never call out their moves in #dungeonworld? Is there something i am missing? It’s totally legit to say what move you want to use and then describe how you do it. 

I prefer it that way then the GM having to interpret everything and tell you what Move you may use now…

Keeping this in discussion until I know where I want to go with it…

Keeping this in discussion until I know where I want to go with it…

Keeping this in discussion until I know where I want to go with it…

I’ve been working on converting a D&D 3.5 base class samurai that we worked up back in the day to DW. After seeing Sage LaTorra ‘s Battlemind in play, and thinking it’s pretty rad, I’ve been thinking that the way the D&D class works is less as a traditional samurai and more like a “sword monk”, something like the Battlemind only plus sword or axe or some bladed weapon. With all the Crouching Tiger references in the class, I’m seeing this concept as Li Mu Bai and the Green Destiny, basically.

The original D&D class had six(6) forms that you had to choose from, which would give you five stances per form. This translated to thirty(30) abilities.

So, my question to everyone is: a base class for each blade form, each similar to the Battlemind (in the same way that someone made a slate of Thief-like classes for an all Thief game) or an extensive compendium class that sits on top of the Battlemind? The latter was my initial inclination, but the former has been suggested to me.

I’m not posting anything until I have a first draft, and I’m not looking for move suggestions, I really just want to see what y’all think about which direction I should take. Thanks in advance!

#dungeonworld

Random #dungeonworld thought that I had while playing Phase 10 with my wife the other night…

Random #dungeonworld thought that I had while playing Phase 10 with my wife the other night…

Random #dungeonworld thought that I had while playing Phase 10 with my wife the other night…

If we remove the two jokers, and the ones, there are cards from 2-12. That’s the same results (although not the same odds) as rolling 2d6. What if you drew a card from the deck instead of rolling dice?

I’m still pondering how I’d make the card’s suit a factor, too.

I have a legitimate, 1st Edition e-copy of #DungeonWorld  sitting in my DropBox.

I have a legitimate, 1st Edition e-copy of #DungeonWorld  sitting in my DropBox.

I have a legitimate, 1st Edition e-copy of #DungeonWorld  sitting in my DropBox.  Paper copy on its way over the Atlantic. Can’t wait to get reading!

Spell Research (Wizard Advanced Move for levels 6-10)

Spell Research (Wizard Advanced Move for levels 6-10)

Originally shared by Craig “Tezrak” Hatler

Spell Research (Wizard Advanced Move for levels 6-10)

When you consult far-flung curiosity cabinets, kibbutz with exotic arcanists, and filch half-finished manuscripts from rival eldritch masters in an effort to discover a new arcane formula, draft a magical effect not covered by an existing spell. Work with your DM to determine this new spell’s level. Roll +INT : On a 10+, you can add the new spell to your spellbook and can prepare it as you would any other. On a 7-9, the spell counts as one level higher than what was agreed upon. Regardless of the result, spend a number of XP equal to the level of the spell.

#DungeonWorld

DungeonWorld – First Session

DungeonWorld – First Session

DungeonWorld – First Session

So I finally ran my first session of #dungeonworld  this past Monday. Been meaning to shout about it. The group is traditional Pathfinder RPG players, but glad they were open to trying something new. 

Email the night before from player, cc’ing everyone in group. “Do we need anything?”

Just dice and pencil.

Cast:

Lily the Strange – Male Human Bard 

Yoru Sulphur – female Human Wizard

Janos – Male Dwarf Fighter

Johann Klein  – Male Human Cleric

Mouse – Male Halfling Thief

Once they started getting hot on character creation, basically after they chose a name, race and class I started to ask questions and noted the following, leaving out the question(s)…

Yoru

Teacher was ancient wizards named Jaeger. Jaeger sensed Yoru was gifted and sought out Yoru for his talents. He’s suspicious of Lily the bard and has never met Mouse before. He sees Janos as being ‘great’ and noble.

Janos

Defended his clan against goblins and orcs, he was born to do this job. Uncle Surtur, a true fighter, raised him. His father had died and was a craftsman. Uncle showed him the ways of fighting. There’s about 40 members of his clan – located in north in the mountains where things are peaceful. He feels compelled to protect Yoru and is concerned about Lily. Johann, he says, needs some toughening up while Mouse owes him.

Johann

Chosen in his sleep to follow Orosis the Eversleeping who came to him in a dream at 10 years old. He fled ‘home’ to join the Cult of the Eversleeping. A secret cult unknown to much of the world dedicated to Orosis. If you know about the cult you’re either an enemy or very scholarly. Gospel/tenant of Orosis: leave trappings of life behind to join the dreamworld. Johann is always on the look out for followers. He doesn’t trust Jonas. Yoru looks like a dork with his pointy hat and drag robes. Lily may be cult member, which is ok with Johann and he’s trying to bring Mouse into the flock.

Mouse

Certainly hit with the wonderlust and had very little in his pocket when he set out on his own. He ventured through Badis and Frontier while eventually settling in Apex. He stole what he could to survive. He eventually got caught by the local Guild, infringing upon their ‘business’. They realized his skills and gave him the choice to join them which he did. Black Fang is the leader of the  guild. The guild uses pseudonyms for everyone, nobody knowing each other’s real names, Mouse was named such because of his size, con work and, on occasion, acts like a child. He stole something from Yoru while Lily has some dirt on him. He knows Janos has his back and he plays along with Johanns plights to bring him to his religion, which Mouse believes is just one con.

Lily

Spoken word and warhorn are the tools of her trade. . She sees good fortune but others still think she’s cursed. The wild hair does not help. Seems to lose her voice if she stays in one location for more than a few days and must always be on the move, often a visitor to any town than a long-time resident. She’s a member of the Bath merchant family though she does not flaunt her privilege. The phrase “Someone’s just taken a bath” stems from how the family interacts with their contacts. She wrote the song about Yoru entitled Speaker of the Dead. She’s more than enthusiastic about writing a balad about Mouse. 

The opening of the adventure

The party finds themselves in individual jail cells in a dark, dank, dungeon. They escape the confines of the dungeon and make their way up a small set of stairs. Down a corridor they find a room with a window with their things laid out on a wooden table. They are then attacked, with Janos heading up the fight on what appears to be a large winged feline, 3 of them in all. Mouse heads down a hall and opens another door where he finds himself in a large room filled with 10 soldiers, all in armor, brandishing scimitars. The room is brightly lit with two pulpits on each side, high up along both side walls. In one stands a lone man, finely dressed, overlooking the whole room. 

Eventually the battle subsides and the group finds themselves in the same room as Mouse where they meet Baron Steuben Von Offerdahl IV. He’s a recluse  but known in the region. He subdued the group in order to keep the proposition a secret. He offers them gold in exchange for their services. A prized possession was stolen from him by the dark wizard Magdor. Magdor’s keep lies just outside Frontier. It sounds as though Steuben and Magdor are rivals. Steuben tends to influence things for good behind the scenes where Magdor tends to lust for outright power via the use of those that have passed and risen to serve him. Steuben does not divulge the nature of the object, just that it will give Magdor an upper hand. One of the party members realizes that the object lies in a small chest 3 levels down within the Keep of Magdor where guardians stand. 

Upon departing Von Offerdahl’s company, they find 500 gold separated in coin and jewels in pouches outside the large room. Outside his keep, over the drawbridge stands 5 horses, saddled and ready to ride…..

Nobody leveled up, but are close. 

The guys seemed to enjoy it, but like most first times,we need to get out of 3.5 land and think about the story and not the tactics. Geesh, can’t believe how ingrained they are.

All of the above was off the cuff. No prep was done at all. None. It was a bit clunky in the beginning but it actually went smoother than many other games when rules have to confirmed and looked up because they will make a difference in how things are handled by GM or player. 

Now it’s on to the front side and getting to know that better.

#roleplayinggames  

Andri Erlingsson is a doof and keeps forgetting to share these.

Andri Erlingsson is a doof and keeps forgetting to share these.

Andri Erlingsson is a doof and keeps forgetting to share these.

Originally shared by Andri Erlingsson

#dungeonworld  I’m renewed and doing work for Dungeon World Mounts again. Today, tags.

Space: put “Space” in front of this mount’s name (such as Space Whale). It now exists in and can travel through space. It is up to the DM to decide how they subsist, how fast they can go and whether they can land on planets, as well as whether the characters can breathe in space and how.

Robot: put “Robot” in front of this mount’s name (such as Robot Unicorn). It is now a mechanical mount which requires no food but may need maintenance and fuel. It does not heal naturally, but it also does not tire.

Undead: put “Undead” in front of this mount’s name (such as Undead Raptor). It is now undead, which means it does not tire, needs no food and is fearless. It may cause some people to recoil from you in fear due to its unnatural state, making them distrust you. It does not heal naturally, and if it has flesh it probably smells bad.

Giant: put “Giant” in front of this mount’s name (such as Giant Spider). This tag is only appropriate for mounts of Medium size or below. It is now an exceptionally large variant of its species or make. Choose a size from Large, Huge, Gigantic or Gargantuan and apply it to the mount.

The tags are not exclusive by the way. You can have lots of them.

Repostin’ for Richard Robertson, with the visual reference as well.

Repostin’ for Richard Robertson, with the visual reference as well.

Originally shared by Sean Dunstan

Repostin’ for Richard Robertson, with the visual reference as well. 

The Unraveled Tower

From the outside, The Unraveled Tower looks like any guard tower you’ve ever seen; a three-story featureless stone tower, connected by a short five-foot wall to a small stone hut.

This is, however, only from the outside. The inside is a different story.

The first thing people notice when entering the Tower is that the inside is larger than the outside. The main doors of the tower lead not into a round entry room as one would expect, but a large foyer with hallways leading in various directions. Again, these hallways lead far past where the external walls of the Tower are, and lead to a myriad collection of rooms and hallways.

While definitely unusual, most seasoned adventurers wouldn’t bat an eye at a situation like this. At least, not until they’ve spent some time in the Tower. In short, it is detached from the normal conventions of what we refer to as “space”.

There are three very important things to realize about the Tower: it is not tied to one location, the layout of the Tower is constantly shifting, and the Tower itself is sentient. 

Well, perhaps “sentient” is too strong a word. The Tower is not self aware (as far as anyone knows), but it have demonstrated being aware of thing going on within it, and reacting accordingly. 

As stated, the inside of the Tower has no fixed layout. Doors and passageways lead to different rooms from one moment to the next; a person can charge through a door into the dining hall, and the person two seconds behind him could wind up in the kennels. In fact, the Tower can add rooms to itself as needed. If its owner needs access to a large amount of weapons, then the next door he opens will go to an armory that wasn’t there before and might never be there again.

That brings us back to the idea of the Tower’s awareness. It has demonstrated on multiple occasions the awareness of what’s happening inside it, as well as the ability to react accordingly to certain degrees (such as providing rooms and keeping invaders wandering in endless hallways). The way the Tower reacts depends on who its master is; skilled wizards can “attune” themselves and their allies to the Tower, at which point it will work towards those people’s wishes.

The Tower is also capable of teleporting itself to a new location. It leaves no indication of its passing in its old location (i.e., no large patch of dirt surrounded by grass where something obviously used to be), and when it arrives in its new location it will look like it’s been there for ages. Note that this doesn’t mean that people won’t suddenly notice the absence/appearance of the Tower; there’s no “it’s always been there, but had it always been there yesterday?” effect going on.

One last thing needs to be mentioned about the Tower: the windows. The outside of the tower only has about a half-dozen windows, but obviously the inside has many, many more. These windows can open from the Tower to anywhere in the world; a view over the sea, a vast desert, the inside of a mine or straight down into a volcano. From the outside, the window will appear on a convinent flat surface, such as on a large rock or the side of a ship. If there’s no surface to attach to, then the window simply appears as a “hole” hanging in mid-air.

The current master of the Unraveled Tower is a vampire necromancer named Carlot. He is not a powerful sorcerer, and seems to be unaware of the Tower’s true potential. He has found the extra rooms useful for storing the horde of skeletons and zombies he’s slowly assembling, however.

Dungeon Moves for The Unraveled Tower

• Add or remove a room from itself

• Trap someone in an endless loop of rooms and corridors

• Open a window to an exotic location

• Travel across the world in the blink of an eye

Attuning yourself to the Tower is a Ritual with the following conditions: First you must eliminate the current master, it takes days, and you and your allies will risk danger from the formless entities that live outside of space.

#dungeonworld   #settingdesign  

http://visitheworld.tumblr.com/post/37201354345/towers-in-the-garden-at-ashford-castle-ireland

I love #DungeonWorld, but I’ve decided I don’t like the RAW Thief class much.

I love #DungeonWorld, but I’ve decided I don’t like the RAW Thief class much.

I love #DungeonWorld, but I’ve decided I don’t like the RAW Thief class much. The poison-related moves are so central the Thief seems to play more like I recollect 1e Assassins playing than old-school Thieves. This conclusion comes after playing a Thief in one session and GMing Thieves (by different players) in two more.

Maybe a tweaked Thief will be my first effort at a new(ish) class.