Beluga, Last Gift of the Star Whales

Beluga, Last Gift of the Star Whales

Beluga, Last Gift of the Star Whales

Near, Forceful, 3 Ammo

As you grasp this wondrous weapon of brass and bone, you can hear the haunting, boreal song of the star whales in the back of your mind. The song grows louder as you take aim…

When you roll for a move which utilizes the Beluga, you may select up to three of the following options. On a 10+, all that you say is true. On a 7-9, the GM will select one to be false, the rest are true.

Tell us, o muse…

…What emotion is inspired in one witness of your choosing.

…What memory of theirs the star whales allow you to share.

…How the ocean of stars is reflected in the world around you.

…What change the star whales enact upon you in their desire to return to this world.

http://dfacto.deviantart.com/art/Beluga-Handcannon-v2-253486797

In today’s issue of “cool things I just noticed about Class Warfare,” the Shadow’s Like A Ghost and Unseen Hand…

In today’s issue of “cool things I just noticed about Class Warfare,” the Shadow’s Like A Ghost and Unseen Hand…

In today’s issue of “cool things I just noticed about Class Warfare,” the Shadow’s Like A Ghost and Unseen Hand could potentially trigger on a Last Breath roll, allowing you to draw Death’s attention elsewhere so you can return to life and steal something from their domain on your way out.

If this has been put forth before, forgive me, but: is it just me, or is Skyrim a pretty great example of a Dungeon…

If this has been put forth before, forgive me, but: is it just me, or is Skyrim a pretty great example of a Dungeon…

If this has been put forth before, forgive me, but: is it just me, or is Skyrim a pretty great example of a Dungeon World campaign and setting done right?

Think about it. You’ve got two diverse and interesting Fronts: The Return of the Dragons, and The War of Succession. You were slammed feet first into both in the first session, which had a fantastic opening pitch: “You are captured and will be executed in the next thirty seconds. How do you escape?”

And after surviving that first session, the world that opens up to you is full of monsters, dungeons, diverse races, ancient mysteries and Places of Power, peppered with steadings of various sizes but for the most part wild and unknown. There are so many crazy side bits they could only have been generated on the fly by party input. And all the while, those two big Fronts are going on in the background, coloring everything.

(Granted, they don’t advance without player input, but that’s a limitation of the medium.)

Anyway, yeah, just thought I’d share those thoughts.

Soul Forge

Soul Forge

Soul Forge

Requires: Blacksmith or Heirloom

When you have access to a Place of Power and a symbolic trophy of a defeated foe, you may trap a reflection of its spirit in your signature weapon. Choose one of its moves as part of this process. When you wish to channel the spirit and perform that move, roll +CHA; on a hit, you perform the move, but on a 7-9 you also succumb to the spirit’s Instinct and must act accordingly.

Going to start work on the compendium classes for Dungeon Kingdom, but would be keen to hear what kinds of classes…

Going to start work on the compendium classes for Dungeon Kingdom, but would be keen to hear what kinds of classes…

Going to start work on the compendium classes for Dungeon Kingdom, but would be keen to hear what kinds of classes people would actually be interested in playing before I start.

So…

If you could hold any position of power in a fantasy society, what would it be? You needn’t pick a government position, as there are many kinds of power and authority. Spiritual, mercantile, necromantic, judicial… go crazy.

Be as ambitious or restrained as you desire, and feel free to assume any level of technological development, magical or otherwise. So long as it fits your personal definition of what has a place in Dungeon World, it’s fine.

Looking for a bit of advice on a big hack/addon that I’ve been tinkering with for a while.

Looking for a bit of advice on a big hack/addon that I’ve been tinkering with for a while.

Looking for a bit of advice on a big hack/addon that I’ve been tinkering with for a while. I’m going to be making a set of campaign rules for creating, expanding and managing a kingdom, inspired by Pathfinder’s Kingmaker rules. It’s very much in the theory stage still.

Currently, I’m thinking that most kingdom improvements are made by completing Projects, sort of a hybrid of positive, player driven Fronts and the Need Clocks from No Country For Old Kobolds.

However, I also like the idea of the kingdom gaining XP to spend on improvements. The kingdom will have its own character sheet, with advanced moves available, either way.

Any ideas on how to keep both and have them both add something distinct to the game, or is it a one or the other kind of situation?

Got a talking sword there, Fighter? Let’s make it a little more meaningful.

Got a talking sword there, Fighter? Let’s make it a little more meaningful.

Got a talking sword there, Fighter? Let’s make it a little more meaningful.

A Tale of Souls and Swords…

Requires: Signature Weapon

When your Signature Weapon makes a demand of you in keeping with its desire, take +1 forward to fulfill that demand. If either of you benefit from your efforts, mark xp.

…Eternally Retold

Requires: A Tale of Souls and Swords…

Your Signature Weapon has traveled with you for so long that your goals and its are nearly one and the same. Write a second alignment condition in keeping with your Signature Weapon’s instinct. You may fulfill and earn xp for both of these alignment conditions, potentially earning 2 xp if you fulfill both over the course of a single session.

http://www.youtube.com/watch?v=7hYNnV9BF4A

V1.2, Updated 12/9/2014

V1.2, Updated 12/9/2014

V1.2, Updated 12/9/2014

1.2 Changelog:

~Added a version number.

~Changed Weave Magic to be based on CHA rather than INT.

~Added a note saying that you can Weave Magic into moves that don’t require a roll, by rolling +CHA. 

~Branched the offensive uses of Weave Magic into their own move, Fightomancy (name change pending; I just didn’t want to call it Black Magic because… well, just because, really).

~As part of that branching, changed the wording of Fightomancy to let it apply to offensive moves other than Hack and Slash and Volley (because heck yes, I want to encourage magical Backstabbing and Called Shots)

~Moved Counterspell to the 6-10 list; turning magic back on itself seemed too strong for 2-5.

~Merged the “extra tag” moves into Battle Mage and War Mage. Not sure if those effects all together are too much or not; mostly I’m concerned that the increase in damage will push it over the line. Would appreciate feedback on this point.

~Added a new move to the 2-5 list: Familiar, a slightly-modified version of Animal Companion.

~Added races and alignments.

~Went over the document and removed instances of “Taboo” and other no-longer-used vocabulary. Hopefully I got everything.

~Added a short guide at the end to address some potential stumbling points about how the class works.

~~~~~

At this point, do we maybe need a new category for Class Warfare specialties? Anyway, this is my attempt at taking a lot of inspiration from the Mage and rewriting it to (hopefully) remove the problems I have with the class. And I did so as a Class Warfare specialty instead of a new class because, well, it’s a new thing that I’m in love with and frankly it was a lot less work that way. Might or might not beef it out into a full playbook at some point, we’ll see.

Would be keen to receive some feedback, as this is a first draft and there are a few things I’m not entirely sure about–exact choices for Weave Magic and Counterspell in particular. I could see the argument for it being CHA-based rather than INT-based as well, given the obvious roots in the DnD Sorcerer. I’m also kind of split on whether the choices for Weave Magic should be minimum one as I wrote, or minimum none as with the other moves of this style; it kind of makes sense that sometimes you just want to use magic to allow you to do something without making the fact that it’s magic super meaningful, but I dunno. I still need race and alignment choices, too, but I wrote this all at once and I’m kinda running out of steam.

Anyway, my specific design goals were to:

a) Take the idea of the Mage’s Focus and make it a little more flexible. I worry that this specific implementation might be a little too open-ended to the point of diffusing the theme a bit, but I’m keen to hear what you guys think.

b) Maintain the idea of spontaneous spellcasting, but do away with the “one move all the time” problem. When I played the Mage, it always bugged me that I would be, say, rolling Cast a Spell to make myself run faster, when what was really important was that I was Defying Danger by acting fast; the magic seemed like it should be more of a narrative tag on the character rather than a catch-all move, if that makes sense.

I was thinking on ways of adding magical effects into the basic moves, but was struggling to figure out how to make the casting stat stay relevant. When I got Class Warfare and saw Like a Shadow and Blessed, with their “Add +STAT choices as a risk-reward modification” thing, boom, there was the answer. So thanks, Johnstone Metzger! 🙂

Hey guys, I got an itch a couple hours ago and just knocked out an X-Crawl hack thing real quick.

Hey guys, I got an itch a couple hours ago and just knocked out an X-Crawl hack thing real quick.

Hey guys, I got an itch a couple hours ago and just knocked out an X-Crawl hack thing real quick. More work needed obviously, but ya think this is a good start?