Here’s my chicken-scratch outline for what the GM section of Stonetop will look like.

Here’s my chicken-scratch outline for what the GM section of Stonetop will look like.

Here’s my chicken-scratch outline for what the GM section of Stonetop will look like.

I’ve been going round and round on how to organize these. Do I put all the “common” GM moves (basic, exploration/dungeon, homefront) in one section? Do I split them out? Where do I put the Homefront chapter? (Before “The Hook” or at the end?) Do I introduce Threats before the first adventure, or after?

Ultimately, I’ve opted for what I hope is a workflow-based/task-oriented approach: you get an overview of how to GM, then we talk about how get started (character creation, introductions) and leap into the first adventure. From there, look at the parts of each adventure, and what goes into them.

If you’re willing to wade through my chicken scratch, I’d love to hear thoughts and impressions on this.

Poll 2 of 2: Debilities

Poll 2 of 2: Debilities

Poll 2 of 2: Debilities

How long do debilities last in your game?

For reference, the official rules are:

“Debilities are harder to heal than HP. Some high level magic can do it, sure, but your best bet is getting somewhere safe and spending a few days in a soft, warm bed. Of course, debilities are both descriptive and prescriptive: if something happens that would remove a debility, that debility is gone.”

And the Recover move:

“When you do nothing but rest in comfort and safety after a day of rest you recover all your HP. After three days of rest you remove one debility of your choice. If you’re under the care of a healer (magical or otherwise) you heal a debility for every two days of rest instead.”

Plus, a healing potion: “When you drink an entire healing potion, heal yourself of 10 damage or remove one debility, your choice.”

If you haven’t been listening to this podcast, you’re missing out. So good!

If you haven’t been listening to this podcast, you’re missing out. So good!

If you haven’t been listening to this podcast, you’re missing out. So good!

Originally shared by Robert Bullen

Hi everyone!

Join Oli Jeffery and me as Inquisitor O’Brien plays his hand and pays a price. GASP as Alford’s deepest secret is finally revealed! LAUGH at Venombearer’s gullibility!

Finally and most importantly, be AWED at Oli’s infamous Christopher Lee.

Join us once more. It’s Alford Soultaker.

http://www.gauntlet-rpg.com/comic-strip-ap/dungeon-world-alford-soultaker-08

http://www.gauntlet-rpg.com/comic-strip-ap/dungeon-world-alford-soultaker-08

So I apparently needed a break from working on Stonetop. Here’s a campaign starter for a nautical game, including:

So I apparently needed a break from working on Stonetop. Here’s a campaign starter for a nautical game, including:

So I apparently needed a break from working on Stonetop. Here’s a campaign starter for a nautical game, including:

* A Discern Realities based situation generator (ala Dirk Detweiler Leichty and Brian Holland, who G+ refuses to tag)

* Some hopefully simple but flexible rules for ship and crew

* A bunch of names

Enjoy, and let me know what you think & what questions you have!

https://goo.gl/W21vD5

A possible rewrite for Spout Lore

A possible rewrite for Spout Lore

A possible rewrite for Spout Lore

When you declare that you know something about the topic at hand, roll +INT: on a 10+, the GM will either tell you something useful and interesting about the subject relevant to your situation, or ask you to make it up; on a 7-9, the GM picks 1:

* They tell you something interesting about the subject (it’s on you to make it useful interesting)

* They ask you to make up something interesting, and then they tell you what else you’ve heard that complicates things

Regardless of the roll, the GM might ask you “How did you learn about this?” Tell them the truth, now.

==============================

So, the wording feels a little cumbersome, but here are the design goals:

1) Empower players to trigger the move more freely

2) Make the move look more like you are, y’know, spouting lore

3) Make/encourage more collaborative world building in the move

4) Maintain the GM’s ability to either maintain authority over a topic, if it’s something that they’ve prepped or have a strong idea about

I’m not at all sure these goals are even necessary, or that this move accomplishes them. But I’ve noticed that I have to prompt my players to Spout Lore more often than they instigate it themselves, and I feel like that’s related to both the wording of the trigger (“consult your accumulated knowledge”) and the somewhat blurry line of “who gets to establish facts” in Dungeon World.

Thoughts?

This Week in Stonetop: Mind Control & Revised Interfere in Action!

This Week in Stonetop: Mind Control & Revised Interfere in Action!

This Week in Stonetop: Mind Control & Revised Interfere in Action!

Had a fun session of #Stonetop earlier this week that really highlighted a lot of the system & setting tweaks. Thought it’d be fun to share.

First, the setup: the PCs are exploring the Ruined Tower (crumbling giant-sized-tower about a day from home). They’re partially there for loot, partially there cuz they think their neighbor-turned-cult-leader-sorcerer Iwan was living there, and they want him dead.

They’re up in the 2nd story of the tower, poking around an old study and giant-sized bedchamber, where Iwan has been squatting (though he’s not here… he’s fled into the tunnels beneath the tower, for now at least).

While exploring, they found the head of a dead merchant from Marshedge pickling in an urn. They also removed some protective runes that they assumed were meant to keep intruders out. But what they actually did was let the merchant’s ghost loose.

Interestingly, I hadn’t even planned on the merchant’s head or the ghost being there. But in exploring the study, we referenced poking around a crowded storage unit with a flashlight, y’know, like in Silence of the Lambs. Someone asked if they found a head and I ran with it.

Now, one of the things I do for any undead (and particularly for Stonetop) is categorize them based on why they are undead. I.e. what keeps them here? This ghost was pretty clearly (to me) a specter. In my taxonomy, specters are the vengeful dead, who stick around because of some great wrong, things of almost mindless rage (instinct: to punish the living). They’ve got your usual array of vengeful dead/poltergeist moves:

• Fling things about telekinetically

• Generate creepy environmental effects

• Stoke the flames of anger, hatred, rage

SO! PCs just let the specter out. When they mar the runes, there’s a wind through the place that snuffs one of their lanterns. While they’re relighting it, the Fox (our rogue/thief analog) slips back into the room they came from, hiding in the shadows, expecting an attack from behind.

The Blessed (our shaman/nature priest) uses his Spirit Tongue move to ask “What spirits are active here?” and I’m like “oh, there’s totally a ghost here, an angry one. And right as you realize that, you notice Nolwenn’s breath… you can you see it, and the air just got super cold.”

The Fox, hiding in the shadows, looks around carefully, on guard for any threats, triggering Discern Realities. He rolls a miss! So I hit him hard with the specter’s stoke the flames of anger, hatred, rage. I say how he’s watching the Blessed standing in the doorway, and thinking of all the times he’s been dismissive of the Fox or hidden things from, and how he’s kept that fancy white magic spear all to himself, and how he’s sure he’s planning something to get the Fox killed, GODS you just want to stab him in the throat.

For this, I go to my standby mind-control move:

When you are compelled to act against your will, mark XP if you act as bidden. If you resist, roll +WIS: on a 10+, you shake off the compulsion and act as you wish; on a 7-9, choose 1:

• Stand dazed, fighting for control of your mind

• Start acting as compelled but stop yourself at the last moment

• Harm yourself to regain control (1d6 damage, ignores armor)

On a 6-, you come to your senses having done gods-know-what.

I didn’t even have to finish saying “I’ll give you an XP” before the Fox was acting on it. “Yeah, I’ll sneak up and stab him in the throat.” The character’s didn’t really have much animosity before this, just a little bit of distrust. This was mostly just the Fox’s player being keen on drama and conflict.

Now, the Fox has a move, Catlike, that basically says “if you move slowly and with care, you make no noise; if you keep still in shadows or darkness, no one notices you until draw attention to yourself.” And the Blessed had already said that he wasn’t keeping track of the Fox… the Fox wanders off all the time. So it was pretty much a given that, yeah, the Fox could get into position and Ambush (i.e. “Backstab”) the Blessed.

Before I let that trigger, though, I gave the Blessed an opportunity to Interfere. “The Fox comes lunging out of the darkness, murder in his eyes and his knife going at your throat, you’ve got like split seconds, what do you do?” I nix the Blessed reaching into his sacred pouch and casting a spell (not enough time), so he goes with the obvious: “dodge!”

This triggers Interfere. Stonetop doesn’t use bonds, and I’ve never been happy with original Aid/Interfere move, so we use this instead:

When you try to foil another PC’s action, say how you do it and roll +STAT: On a 10+, they pick 1 from the list below; on a 7-9, they pick 1 but you are left off balance, exposed, or otherwise vulnerable.

• They do it anyway, but take -2 forward

• They relent, change course, or otherwise allow their move to be foiled

I’ve only gotten to see this in play a couple times, and one time was a miss, so I was pretty stoked to see it in action. It worked GREAT.

The Blessed rolled +DEX, got a 7-9. The Fox allowed his move to be foiled, mostly because the player didn’t really want to Ambush the Blessed (the Fox’s Ambush could have done upwards of 20 HP damage, vs. the Blessed’s 21 HP!). And that is one of the things I really like about this version of the move. The players can go at each other really hard, triggering some pretty awful moves, but an Interfere 7+ gives the aggressor an “out.” They can just let it whiff, or relent, or whatever with little consequence.

So, the Blessed jerks back and avoids the Fox’s attack, but he got a 7-9 so he’s off balance/exposed/vulnerable. I have him tumble back onto the floor, losing his grip on the magic spear. And there’s the Fox in the doorway, murder still in his eyes.

The Heavy (fighter analog) uses his town sheriff version of I am the Law and orders the Fox to stand down, gets a 7-9. The Fox’s player, though, picks “attack you.” Not actually what I expected! So he moves to launch himself at the Heavy, while the Heavy says he’s going to shoot him in the junk with his crossbow, and the Would-be Hero tries to get in both of their ways.

The Would-be Hero is trying to stop this, so that’s another Interfere. She rolls with STR, I think, and gets a 7-9. Again, the Fox has to choose: relent or continue at -2. This time, he continues. We apply the same roll to the Heavy’s action; he chooses to relent and not shoot.

The Would-be Hero is still blocking the Fox’s path, though, so if he wants to stab the Heavy (and he does) he has to Defy Danger against her (at -2, because Interfere). He’s nails it, parkours around her and launches himself at the Heavy.

Now, that’s clearly going to be an attack but the Heavy saw it coming. He says he drops the crossbow and wants to dodge and grab the Fox as he attacks, locking his sword arm and pinning him up against the wall. We decide that’s the Heavy Interfering with the Fox’s attack. Again, a 7-9 to Interfere. The Fox chooses to Hack and Slash with a -2, and still gets a 10+. We resolve that as the sheriff’s maneuver failing and Fox scoring a cut on him, and (because of the 7-9 to Interfere) the sheriff tumbles back and the Fox is looming over him.

Everyone but the Fox is basically staggered or stunned, this all happened so fast and they all got 7-9s on their Interferes. The Fox has the chance to press the attack against the Heavy, but I’m like “you feel that rage welling up again, do you go with it? Or resist?” And the Fox’s player is like “wait, I can resist this?!?”

(In retrospect, we were all fine with how it shook out… the first attack, he had gladly accepted the XP; the second attack was in response to the I am the Law move, so this was really the first “pause”).

The Fox does in fact resist, rolls +WIS and gets a 7-9, and chooses to hurt himself to regain control. He’s looming over the Heavy, about to stab, and instead he stabs himself in the side of the butt (butt-stabbing is an established theme with these guys… don’t ask).

From there, the specter stopped “riding” the Fox and blasted everyone with a telekinetic shockwave as it hoisted the Fox by his neck. The Fox tried cutting at it where it’s body must have been, but had no effect (ghost, mundane sword) and took some damage for his efforts. The Blessed (who can sense and interact with spirits) Discerned Realities to see where the spirit really was (it was otherwise invisible), the grabbed his magic spear and impaled the thing! (The spear has an “unlock” that’s triggered by impaling a spirit and keeping it stuck until it burns away, so he was game… even though melee is not his strong suit.)

From there, it was pretty typical (but awesome) Dungeon World. The spirit, impaled on the only weapon that can hurt it, is flinging everything in room not bolted down. The Blessed has to endure a few flying projectiles while he keeps his grip on the spear. The Heavy finds a big-ol’ copper plate and uses it as a shield to Defend the Blessed. The Would-be Hero jumps in to help the Blessed brace the spear, while the Fox finds a bunch of sacred herbs and lights them to keep the specter distracted, and eventually the things burns away like in those episodes of Supernatural.

All in all, a super fun session! The mind control worked and didn’t feel like it was stealing any player agency, and led to a really cool scene. And I’m really happy with how the Interfere move worked in play. We had to be careful about what everyone was doing, but it felt a lot more forgiving than the standard Interfere with its “-2 penalty” on a 7+ and “exposed to danger, retribution, or cost” on a 7-9. The choice of “press on but -2 or relent/let it fail” feels a lot better, and the “left exposed/off balance/vulnerable” gives a lot better guidance on how to resolve the move, I think.

A Revised Shapeshifter Move for the Druid

A Revised Shapeshifter Move for the Druid

A Revised Shapeshifter Move for the Druid

Because I’m thinking about core DW classes and their moves, and maaaybe because I’m avoiding other work I should probably be doing, here’s my stab at redo the Druid’s Shapeshift move.

I think Shapeshift is playable as-is, and in theory I like the idea of rolling x1 to take on a form that “banks” limited auto-successes for the future. But in play… eh? I find that play kind of grinds to a halt when the druid takes on new forms, as you’re establishing the moves of that form. And I also find that it’s a bit too reliable and just too good, as:

1) you get too much hold (3, 2, or even 1 on a miss)

2) spending the hold generally skips a roll, so there’s none of the interesting results that you see on a 7-9 or even a 10+ to Hack & Slash or Defy Danger

3) Because “At any time, you can spend all your hold to revert to your natural form,” there’s relatively little risk involved with taking on an otherwise useful form. Why not turn into a polar bear while you wander around the dungeon? If it starts to cause trouble, just shed the form.

4) Because spending hold generally lets you skip rolls, WIS becomes the hands-down most important stat and you can generally shapeshift your way around any shortcomings to your physical stats.

5) The only time the GM gets direct say over what happens with the move is on a 6-, and because WIS is so important, it’s not going to come up that much.

6) Players can keep spamming the same forms over and over again.

So… a revision. I know lots of folks have floated revisions, but this is mine.

The key things I’m doing here are:

* Removing the roll to assume a shape, and instead making there be some (hopefully) interesting choices

* Removing the list of “monster” moves that you spend hold to use, and making the move basically all about fictional positioning instead of “banking” successes.

* Giving the character an instinct for the form, as a way to add (further) complications to being shapeshifted

* Making them roll to leave the shapeshift, giving the GM a chance to screw with them on a miss, or to inflict a lingering complication (the instinct), or to take that form away as an option.

* Explicitly calling out that you don’t get the purely supernatural powers of a form you take, unless you take a move to get them.

Anyhow, I’m sure there are some rough spots, but give it a look and let me know what you think! And if anyone feels up to trying these out, or putting these into a formal-looking playbook, let me know!

In my home game/Stonetop, I’ve been toying with changing the Ranger’s Hunt and Track move to this:

In my home game/Stonetop, I’ve been toying with changing the Ranger’s Hunt and Track move to this:

Originally shared by Jeremy Strandberg

In my home game/Stonetop, I’ve been toying with changing the Ranger’s Hunt and Track move to this:

HUNT AND TRACK

When you spend a few moments to scan your surroundings, you can ask the GM “What tracks or other signs of passage are present here?” and get an honest answer.

When you Discern Realities by studying tracks or other signs of passage, take +1 and add “Where did they go?” to the list of questions you can ask.

==================

By contrast, here’s the original move:

HUNT AND TRACK

When you follow a trail of clues left behind by passing creatures, roll+WIS: on a 7+, you follow the creature’s trail until there’s a significant change in its direction or mode of travel; on a 10+, you also choose 1:

* Gain a useful bit of information about your quarry, the GM will tell you what

* Determine what caused the trail to end.

==================

Reasoning:

The original move is… okay. I like that it’s a move where 7-9 gives you a full success and a 10+ gives you something extra. The things I dislike about it, though, are:

1) It sorta implies that you need that move in order to follow a creature’s trail. But really, you could get basically the same info by closely studying a set of tracks, triggering Discerning Realities, and asking “What happened here recently?” “Well, there was a fight, and this guy got killed, and then the victor skulked off down this tunnel.”

2) Nothing about the Hunt & Track move makes you particularly better and noticing that there are tracks in the first place. I guess that the fact I have the move, as a player, makes me more likely to ask the GM “Are there any tracks here?” and the GM should then be a fan and think about it and be like “yeah, totally, tracks!”

But I’ve see too many players not do that, or just forget that they have the move until I as the GM offer an opportunity fitting a class’s abilities and then prod them a little.

3) It doesn’t really lend itself to that scene in The Two Towers, where Aragon’s like “A hobbit lay here…” and then recreates the events in his head based on the tracks. Yeah, that’s totally Discern Realities and not really “following a trail,” but that’s the kind of thing I wan the ranger with this move to be able to do. They should be able to Sherlock the place up.

4) In Stonetop, rangers don’t automatically start with the Hunt & Track move unless they pick the “Mighty Hunter” background. So it’s pretty important to me that the move be “worth” the choice and that it not imply you can’t track creatures without this move.

Anyhow… interested in opinions! How do you like the proposed revision vs. the original move? How heavily does Hunt & Track get used in your games? Have you had parties without rangers that followed tracks? How’d you resolve it?