Looking for some alternative classes for Dungeon World

Looking for some alternative classes for Dungeon World

Looking for some alternative classes for Dungeon World

So I’m wondering what cool classes outside of the core exist. My definition of cool includes a flavorful character, not just “he’s a fighter that only uses garden tools”. Also the character needs to be well balanced compared with all the others. The final part of cool is free (okay, that’s more frugal than cool).

So I was reading over the playbooks to get ready for my next game and something struck me.

So I was reading over the playbooks to get ready for my next game and something struck me.

So I was reading over the playbooks to get ready for my next game and something struck me. The druid has a wonderful array of abilities that captures the flavor of a druid plus their abilities are very versatile. On the other hand the Fighter seems lacking. Not only in versatility but on things that define their roll in the group. I realize that fighter is basically straight forward in their role within the group but it seems a bland playbooks non the less. Am I missing something here?

So I just got back from Dreamation convention where I got a break as game master and got to be a player.

So I just got back from Dreamation convention where I got a break as game master and got to be a player.

So I just got back from Dreamation convention where I got a break as game master and got to be a player. The person running it always dealt damage on a partial success for hack and slash which is the opposite of how I run it. It made combat brutal but also took away a lot of the cinematic shine of the system in my opinion. I’m not saying either is right or wrong but It made me wonder how others handle partial success on hack and slash. Just curious and not passing judgement but if you share your feelings on this it would be of interest.

I need to tape the great potential of the group mind.

I need to tape the great potential of the group mind.

I need to tape the great potential of the group mind. There is a woman that I work with that has an 8 year old son. Her son is a creative type often dressing up like characters he sees in movies. Talking with his mom, I mentioned he might enjoy roleplaying and she agreed. Can anyone suggest a roleplaying game that a young person would find accessible? I’m posting here because I think a narrative game would be more intuitive than a more math heavy system. Any and all suggestions are welcome. Let’s spread the hobby!

Does anyone know of any PBtA games that can do warhammer40k/Starcraft?

Does anyone know of any PBtA games that can do warhammer40k/Starcraft?

Does anyone know of any PBtA games that can do warhammer40k/Starcraft? Im looking for big guns and even bigger shoulder pads against all kinds of horrible critters. A little gonzo (not Rifts gonzo) with unique tech, psionics, alien powers would be nice.

On thieves and Tricks of the Trade.

On thieves and Tricks of the Trade.

On thieves and Tricks of the Trade. This is the skill about letting thieves do thieving stuff such as pick locks. What about non thief characters? If there is a locked door in the game but no one playing a thief does that mean they can only open it through bashing it apart or any other option except actual picking?

Can players do any thief moves? Say the wizard wants to use his nimble fingers to lighten someones coin purse. I know you could defy danger and basically get the same result with a success (the danger-being noticed while stealing. A success- you steal without the danger of being noticed coming to pass).

Discern Realities: this is more of a “how do u do it” question.

Discern Realities: this is more of a “how do u do it” question.

Discern Realities: this is more of a “how do u do it” question. Rolling on DR gives you a choice between 0-3 questions to ask the gamemaster. The more ive played the game the more I find its faster just to answer my player’s question directly. For example a character prodes the floor with a staff looking for traps.they roll a 12 and get to ask 3 predetermined questions from the list. I just tell them the truth. A 10 plus role might get them extra details pertaining to the trap. I just find the players reading over the questions slows things down and takes us out of the story.

Does anyone else do this? Am I detracting from my players in a way I dont realize?

Question on Spout Lore

Question on Spout Lore

Question on Spout Lore

So my last session of DW this came up; the players happen across a cavern of mushrooms. One of the players wanted to see if the mushrooms had an unique properties so I asked what in the characters past would be helpful in identifying the mushrooms and roll spout lore.

Another player thought I shouldn’t ask for a source of knowledge. Her reason is because the sentence that explains the gamemaster has a right to ask comes directly after the sentence explaining the result of s partial success. She therefore belives my right to ask is linked to a partial success only.

My reading is I have the right to ask at any time for any roll. This divided up the table with no clear cut answer. What say you?

Secret Doors Advancing the Plot

Secret Doors Advancing the Plot

Secret Doors Advancing the Plot

Have your players ever used Discern Reality for a secret door and then you used it as a way to advance the story. For example your players are hopelessly lost in a dungeon looking for the Tomb of the Ancient Elder Fish God with a Squid Head. One player searches a dead end for clues and you throw in a secret door just because the players are at the wrong end of the dungeon.

Or any general cool in game moments caused by Discern Reality/You Found A Secret Door!

Infinite secret doors

Infinite secret doors

Infinite secret doors

When your players use discern realities hoping to find secret doors, do you add them on the spot? I ask this because when I write up a dungeon crawl I make a map with all secret doors and traps already there. I also design the dungeon with about 8 set pieces/rooms as I find this can be run within a 4-5 hour game.

I know we are suppose to leave blanks but that could extend the game by hours and make the dungeon like swiss cheese with secret doors. Just curious as to your philosophy on this.