I just put up a campaign starter for #DungeonWorld :…

I just put up a campaign starter for #DungeonWorld :…

I just put up a campaign starter for #DungeonWorld : http://rpg.drivethrustuff.com/product/109992/Twin-Spirit-Isle—A-Dungeon-World-Campaign-Starter   It’s about cults trying to awaken sleeping spirits and destroy an island.

As always, you can]download it for free too: https://docs.google.com/file/d/0BzBGv7T2YMphT1ZpcVVxNVVMV2s/edit . It’s got some campaign ideas and two new compendium classes that, uh, bend the elements to their will that are totally not like anything you might have seen in a cartoon series.

You could use it for any fantasy RPG really, it has some custom moves and compendium classes and a Front but the setting stuff would fit in just fine with any kind of D&D or other fantasy game.

http://rpg.drivethrustuff.com/product/109992/Twin-Spirit-Isle—A-Dungeon-World-Campaign-Starter

My second #dungeonworld  adventure front is up on RPGNow.

My second #dungeonworld  adventure front is up on RPGNow.

My second #dungeonworld  adventure front is up on RPGNow. This one is an homage to the classic TSR module I3 – Pharaoh. I’m asking $.50 once again and 100% proceeds go towards convincing me to keep producing more. http://www.rpgnow.com/product/109416/DW-I3-The-Pharaoh%27s-Curse

If you would prefer to pay nothing, it can also be downloaded from a link on RPGG.

Next up is UK1 – Beyond the Crystal Cave which should come out in February. 

http://www.rpgnow.com/product/109416/DW-I3-The-Pharaoh%27s-Curse

The Altar of Words

The Altar of Words

Originally shared by Sean Dunstan

The Altar of Words

Deep below an elven monastery/library, behind a hidden door only the leader of the monastery even knows about, is the Altar of Words. The altar is a simple, squat column of black stone; a simple waist-high cylinder of stone covered in small crawling writing. The writing is a mish-mash of words, always appearing in the language of the viewer.

The altar is one of the most dangerous items in creation, because it allows anyone to sacrifice a word on it, removing that concept from reality. It cannot “erase” a name (like “Jerry”), but any general one-word concept is fair game.

When you attempt to sacrifice a word at the altar, concentrate on the word and roll+WIS. On a 10+, the word and its related concept are retroactively removed from reality. On a 7-9, nothing happens. On a 6 or less, the person performing the ritual is immediately transformed into a Word Demon for the word he was attempting to sacrifice.

When a word is sacrificed, it is removed retroactively from the world. It never existed in the first place; for example, if the word “weapon” was removed from the world, the simple concept of using an item to harm another never existed, and nobody will ever be able to come up with that idea. Not only will weapons never had existed, nobody will ever be able to come with the idea of a weapon. Period.

Only those present at the ritual will retain any memory of the word they deleted. Even then, it’s a half-remembered knowledge, like trying to remember a dream, and they will still be unable to use that concept.

The monastery’s master has sacrificed no less than four words from the world, but of course only he knows what they are.

#DungeonWorld  

The updated version of my Dungeon World adaptation of the classic AD&D module “The Sinister Secret of Saltmarsh” has…

The updated version of my Dungeon World adaptation of the classic AD&D module “The Sinister Secret of Saltmarsh” has…

The updated version of my Dungeon World adaptation of the classic AD&D module “The Sinister Secret of Saltmarsh” has now been uploaded.

You can get it free at the link below or on RPGNow soon (the file hasn’t gone live yet). It’s called ‘The Haunting of Highcliffe’. #dungeonworld  

#dungeonworld #apocworld #tabletop #rpg

#dungeonworld #apocworld #tabletop #rpg

#dungeonworld #apocworld #tabletop #rpg

First session of Dungeon World.

People playing:

elly fong-jones (me), the GM

Liz Fong-Jones (as Katya)

Colin McMillen (as Aranwe)

Olivia Schaefer (as Brianne)

I’ve decided to go absolutely full-on narrativist with this game, and hence have come to it with zero thoughts about the world or its overarching structure or problems (this is also a really handy excuse if you’re lazy). I show up basically empty-handed except for the book and blank character sheets for all the classes, as well as a bunch of basic move sheets – and, of course, I have my book of names, just in case.

I start off with a question: what kind of game do people want to play? Do we want to be politicking in the magical equivalent of 15th-century Italy, or do we just want to come home, wipe the kobold blood off our armor, and get some rest before we do it again the next day? Are we interested in delving for forgotten treasures, or would we rather sample the delights of modern civilization? Backwoods village or glittering metropolis? Desert? Boats? Temperate?

All three players are absolutely adamant that we not play a desert game (entirely fair, in my opinion, since the last time I ran a game with these players it was a D&D 3.5 game set in a desert, and was a particularly brutal introduction to that game’s combat mechanics and general feel) and that we not do too much messing about with boats. I’m fine with both of these. We eventually settle that we want a wilderness-heavy exploration/combat campaign – puzzles, a few traps, that sort of thing.

Once we’ve decided that, I ask people what sort of story we want to tell. Liz suggests that something evil’s corrupting the world, and after we toss a bunch of ideas around, we eventually settle on that we come to call a “peak magic” scenario – for no known reason, magic has started to “leak” out of the world, causing magical effects to start to slowly fail, with widespread disastrous effects. We’re also using a rough ripoff of the “default” 3.5 setting, so civilization exists only inside the walls of the larger towns, with the rest of the world largely wild and unexplored. As we’ve been deciding this, I’ve asked people to think about what classes they might be interested in. Liz has settled on Cleric, Olivia on Fighter, and Colin eventually decides on Ranger, to fit in with the wilderness theme.

I put the question to them: okay, why are you guys together? We start having a lot of back and forth about why their characters all care about the same thing, which also starts to get little bits of their backstories coalescing into existence.

Liz ends up playing Katya, a (somewhat naive) cleric of a deity of education (as yet unnamed). Katya’s order considers it a religious duty to educate the people of her home town (also as yet unnamed) on the “safe” use of magic; in their view, the cause of “peak magic” is that someone, somewhere, has been using magic in a vastly unsafe manner. Katya herself is an investigator, dispatched by the church council to check out a strange lake to the northwest.

Colin ends up with Aranwe (sp?), a veteran ranger who has lived in the deep forest his entire life. Raised by a single father, he is deeply uncomfortable around large concentrations of people, and seems reluctant around the other two characters. He dedicates his life to the protection of the balance of the forest’s many lifecycles; he is curious about (and disturbed by) the effects the loss of magic is having. He has a companion wolf called Fang.

Olivia rolls up Brianne, a young fighter. Brianne was a peasant child of peasant parents, raised in a small mining town far off on the northeast shore of the continent. At night (she says) a chill, unnatural wind used to blow through the town, snuffing out any lights, save those provided by magic; as the magic began to fade, the town began to be left in darkness at night, and people began to… disappear. Panic set in, and the town essentially dissolved in the span of weeks, casting the remaining inhabitants out into the wilderness, whence few were seen again. Brianne owes her survival to a curious quirk – areas of her skin glow with a pale magical light, and this was evidently enough to keep whatever lives in the dark at bay. She was found alone and disoriented in the woods near her home town by a group of mercenaries hired to find out why trade with the town had stopped, and taken back to the city-state they came from. There she found herself invited to join them – but not as a warrior as she’d hoped; instead, she was given the position of quartermaster and navigator for one of their squadrons.

Once we’ve decided who we are, we quickly allocate stats, choose gear, and do all the other mechanical setup – it takes like ten minutes tops, and none of us has ever done it before, although we’re all experienced players of other RPGs. With that done, we discuss how the characters met, and we conclude that Aranwe found Katya lost in the forest (attempting to navigate with an extremely old, inaccurate map) and was guiding her to her destination when they heard Brianne’s squadron being massacred by an unnatural assault by wolves.

I drop the characters right into the action; Aranwe and Katya hear the sounds of a battle somewhat off the track, and they run up to the edge of a small ravine only to see Brianne, already somewhat wounded, surrounded at some distance by a half dozen wolves, her six squadmates (and three wolves) dead around her. Katya immediately jumps down to render aid, right as the wolves decide to close in and attempt to box Katya and Brianne in. Aranwe calmly fires at one of the wolves, aiming for one of its legs, and succeeds in crippling it; Fang jumps down to defend Brianne and Katya. As the wolves close in, Katya swiftly ducks around them, freeing herself from the trap and leaving Brianne and Fang to face down the five remaining wolves. Olivia decides (us not having decided yet) that Brianne’s signature weapon will be her fists, so she fights unarmed (this fits in well with the angle of her not being respected by the rest of her squadron). A brutal fight sees Brianne and Katya both badly wounded, but all five remaining wolves killed, thanks to expert brawling from Brianne and accurate sniping from Aranwe. Katya, quite badly injured, decides to try to heal herself, but the healing spell goes awry, inflicting further harm; she tries once again, and again she fails, and this time forgets the spell (hence requiring her to re-prepare it after sleeping) as well as inflicting harm on herself.

Katya, now critically wounded, wants to rest and make camp here, but Aranwe knows of a small sheltered hut about an hour’s travel to the north, and encourages the group to move. As they begin to move, Fang begins to growl and sniff the air apprehensively; Amanwe deduces that the sent of the wolves’ blood (much of which is still clinging to Brianne and Katya) is drawing a Thrinax, a colossal armored carnivore that has wolves as its favorite prey. Their best way to safety is to climb, so they quickly scale the largest nearby tree, but in their haste Aranwe drops his shortsword and Katya drops her staff. We end the session with the characters clinging to branches, the thrinax sniffing around at the base and pawing at the tree.

All in all, a really excellent game. Combat flows really nicely; there’s just enough rules to keep it from being Apocalypse World-style “I shoot him.” “Okay, he dies.” back-and-forth, but not so much that it starts to impede the narrative structure of what’s going on with table lookups and references to manuals. Even though none of us had played before, we were able to keep the game going with minimal references to the rules. In retrospect, it was probably one of the best RPG sessions I’ve ever run of any system, which is especially impressive considering that I had done literally zero prep work.

A+ game. Highly recommended.

Food for thought as I read through the book.

Food for thought as I read through the book.

Food for thought as I read through the book.

Originally shared by Stacey Chancellor

#dungeonworld  

Here is another interesting thing about Dungeon World. If you are not paying attention, it can use your knowledge of Dungeons and Dragons against you.

What?

Let me explain. Both games have the same base attributes of: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. 

That is all fine and good and there is a bit of comfort in that, right up until the point where I kept reading the book and found it screwed me a bit. 🙂 When I talk about Dungeons an Dragons, I am speaking of 2nd ed. The rules would probably apply to the later versions as well, but I don’t like them, so I felt the need to clarify.

My point is that I can make a 2nd ed. character in my sleep. Or at least know how I would assign attributes for every type of character. Even though I have not done it in like 4 years.

This is relevant due to the fact that in 2nd ed, there is not an actual benefit to having a high wisdom score if you are a thief. It was always my dump stat for that particular character. The only mechanical benefit was for clerics or characters that could cast priest spells. 

Fast forward t now now, where I made a thief. I mistakenly used assumptions that I created in my mind based on past thieves I made playing D&D. So, now I read the book and find out that wisdom is the stat used to “discern realities”, which is the skill used to pretty much figure shit out…and if you take watch, it may help you to notice when someone is trying to kill you or your party.

Yikes.

So, noticing things would be a pretty good thing for a thief, no? So, I was going to give that 8 to Wis, and would have had a -1 to every Wis related roll.

You sneaky bastards that wrote this game. I don’t know if there was a part of you that did this on purpose. But to be honest, that would be sneaky as hell, and therefore awesome. 🙂 I really hope that is the case, cuz I wonder how many people this tripped up, other than myself. 

Or I could just be that inattentive. That has happened before.

My third Dungeon World booklet “Take on Dragons” is available for purchase.

My third Dungeon World booklet “Take on Dragons” is available for purchase.

My third Dungeon World booklet “Take on Dragons” is available for purchase. After all what is  #DungeonWorld  without Dragons! There is a preview up at RPGNow [http://www.rpgnow.com/product/109039/Take-on-Dragons?affiliate_id=318171] and a different preview up at my blog [http://takeonrules.com/take-on-dragons/#preview].

http://www.rpgnow.com/product/109039/Take-on-Dragons?affiliate_id=318171]

Something I came up with a while ago, thought I would share it here.

Something I came up with a while ago, thought I would share it here.

Something I came up with a while ago, thought I would share it here.

Originally shared by Ben Wray

CHAOS MAGE

#dungeonworld  

When you gain a level, if you have experimented with wild and uncontrolled magic, you may take the following move:

Wild Magic: Add ” The spell manifests unusually, or has strange side effects, while still fulfilling its basic intent” to the 7-9 options on Cast A Spell. These side effects are not necessarily cosmetic.

Once you have taken Wild Magic, the following moves count as class moves for you.

Unstable Magic: When preparing spells, you may prepare any number of spells you wish as if they were one level lower. Level one spells prepared in this fashion are counted as half a level each. When you cast any spell prepared thusly, on a 10+, choose one from the 7-9 list, and on a 7-9, choose two options instead of one.

Greater Unstable Magic: When you cast a spell prepared with Unstable Magic, and roll a 6-, you succeed regardless, but choose three options from the 7-9 list, and choose one of the options, except “the spell is forgotten” to have a very pronounced effect. (The spell attracts a lot of unwelcome attention, the spell disturbs reality greatly for a -2 penalty instead of -1, the spell manifests extremely unusually with serious side effects, etc)

Warpwright: You are practiced at using the Ritual ability to give a willing or restrained subject a random mutation.  When doing so, you can ignore one of the conditions the DM selects for the Ritual’s completion. (The Metamorphica, by Johnstone Metzger, is an excellent free resource with hundreds of mutations arranged on one convenient table, should the DM not wish to make their own.)

Versatile Caster: You may attempt to cast a prepared spell as any lower level spell, including one not in your spellbook. To do so, roll +int, modified by any -1 ongoing to Cast A Spell you may have. On a 10+, you succeed in shifting the pattern, and may cast it normally. On a 7-9 you succeed, but cast the new spell as Unstable even if the original wasn’t (and if the original was, choose an additional 7-9 result from Cast A Spell on top of the extra Unstable Magic normally gives you).

Discharge Flux: You may discharge all accrued -1 ongoings to Cast A Spell caused by 7-9s from that move. The DM will tell you what the flux appears to be about to do, some harmful (or at least unusual) effect: you may opt to “ground” the flux and take 1d6 armor-ignoring damage per -1 ongoing you had rather than let this effect come to pass.