Questions to kick off the first adventure of a campaign – “Why has Lord so-and-so sent you to the dungeon?” – send…

Questions to kick off the first adventure of a campaign – “Why has Lord so-and-so sent you to the dungeon?” – send…

Questions to kick off the first adventure of a campaign – “Why has Lord so-and-so sent you to the dungeon?” – send them out ahead of time and let people think about them, or hold them until the night of and see what everyone comes up with on the spot? (Characters already made.)

Only really ran one-shots before and everything happened same night, of course.

Trying to come up with some good custom moves for exploring a huge, labyrinthine tomb complex.

Trying to come up with some good custom moves for exploring a huge, labyrinthine tomb complex.

Trying to come up with some good custom moves for exploring a huge, labyrinthine tomb complex. So far I’ve got this one…

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When you pry open a sarcophagus, roll:

10+ Easy treasure lies within!

7-9 Choose one:

*You find nothing but dust and bones.

*The restless dead will not give up this treasure easily.

6- Not even the thief saw this devious trap coming!

———

I was also thinking roll +Wis when you try to retrace your path back the way you came and maybe +Int if you try to mark your way proactively and then get hold of something… Anyone done something along these lines?

Related to the linked post (sort of), trying to think about a way to link Savage Worlds rules for damage and…

Related to the linked post (sort of), trying to think about a way to link Savage Worlds rules for damage and…

Related to the linked post (sort of), trying to think about a way to link Savage Worlds rules for damage and “extras” to DW combat. Any thoughts?

Originally shared by Tony C

Anyone ever tried static damage in Dungeon World? For example, instead of a d10 base damage, the fighter would do 5 base damage. How much would change?

The thought occurred to me during our game last night. The Dwarven Fighter charged a goblin and rolled a “1” on his damage. Boo! I just thought it was kinda lame that a trained dwarven warrior can’t take down a goblin in one hit. I realize that there are numerous ways of narratively explaining the 1 HP damage. I was just thinking about implementing base static damage. It takes out the randomness of damage, but, to me, it makes the “hack and slash” roll a bit more important.

As an option, when rolling boxcars (natural 12) the character could do max damage, or maybe 75% damage?

Any thoughts?

I wouldn’t have backed this before Sage LaTorra came on board to provide actual GM-facing info, but now I’m totally…

I wouldn’t have backed this before Sage LaTorra came on board to provide actual GM-facing info, but now I’m totally…

I wouldn’t have backed this before Sage LaTorra came on board to provide actual GM-facing info, but now I’m totally into it.

https://www.kickstarter.com/projects/1322164317/dungeon-world-gms-table-screen-art-print

Really like the vibe of what I’ve seen so far.

Really like the vibe of what I’ve seen so far.

Really like the vibe of what I’ve seen so far. However, reading the draft, one thing has struck me as slightly odd regarding the moves associated with certain sites – Ghost Hollow as an example. It seems to me that the 7-9 results should be used for 6-, and that there should be some mid-level result (maybe with a player choice) at 7-9. Maybe someone else has already questioned this and you’ve explained and I just didn’t see.

Thinking about a Berserker playbook – how’s this for a starting move?

Thinking about a Berserker playbook – how’s this for a starting move?

Thinking about a Berserker playbook – how’s this for a starting move?

Barrage – When you let loose a savage flurry of attacks, deal your damage to everyone Close to you and roll +Wis. On a 10+, hold 3. On a 7-9, hold 2. Spend your hold, one for one, to do the following:

*Deal an additional d4+Str to an enemy.

*Avoid an enemy’s counterattack.

*Avoid harming an ally. 

Let’s say you were running a science fantasy game and introduced this item:

Let’s say you were running a science fantasy game and introduced this item:

Let’s say you were running a science fantasy game and introduced this item:

Bolt Thrower: Lets any character use the Ranger “Blot Out the Sun” move to do damage +1. On a 7-9, the weapon jams after firing and can’t be used again until repaired. On a 6-, the weapon backfires and the wielder takes 2x damage +1.

Now let’s say you’ve got orcs wielding these things – how do you handle the monster’s potential for backfire since the monster doesn’t roll to attack?

A Dungeon World “read magic” move using Logan Knight’s great consequence tables:

A Dungeon World “read magic” move using Logan Knight’s great consequence tables:

Originally shared by John Carr

A Dungeon World “read magic” move using Logan Knight’s great consequence tables:

When you spend some time studying an arcane text and attempting to decipher the power contained within, roll +Int: 10+, both. 7-9, choose one:

*You successfully translate the magic

*You don’t suffer Librarian’s Lament

On 6-, Tome of Terror.

http://www.lastgaspgrimoire.com/cunning-linguists/

Please bear in mind that this is being written by someone who hasn’t played and was asking for clarification to…

Please bear in mind that this is being written by someone who hasn’t played and was asking for clarification to…

Please bear in mind that this is being written by someone who hasn’t played and was asking for clarification to understand the rules, like, yesterday (and probably won’t get to play soon, baby due any week).

I was thinking about how Dungeon World and the Dungeon Crawl Classics RPG’s wizard patrons could be used in tandem, and this is what I’ve got so far:

Patron-Bound

When you engage in the required rituals to commune with a supernatural patron (demon, demigod, or alien entity) and pledge your service in exchange for power, you may take this move the next time you level up:

Invoke Patron – When you call upon your patron to bolster your power, roll +Wis. *On 10+, choose two. *On 7-9, choose one. *On 6-, your calls fall on deaf ears.

*You gain +2 forward to cast a spell

*Your patron doesn’t give you a task to complete

*You don’t gain patron taint (mutation)

As long as you have a task for your patron incomplete, you cannot call on them for further power.

If you have invoked the name of your patron in exchange for power, the next time you level up you can take a Patron spell in place of a regular spell. All patrons have a 1st, 3rd, and 5th level spell.

I haven’t had a chance to play yet, so this is just based on reading, but one thing I’m unclear on is when a monster…

I haven’t had a chance to play yet, so this is just based on reading, but one thing I’m unclear on is when a monster…

I haven’t had a chance to play yet, so this is just based on reading, but one thing I’m unclear on is when a monster makes a move, is it automatically “successful?” As a specific, if a player engages in a monster in melee, invoking the Hack and Slash move, and the result is 7-9, is there also a 2d6 roll for the monsters response, or is it simply effect, whether that be to cause damage or some other outcome?