So I like when games have players choose negative aspects for their characters and then reward them when they use…

So I like when games have players choose negative aspects for their characters and then reward them when they use…

So I like when games have players choose negative aspects for their characters and then reward them when they use them against themselves. (Mouseguard and Burning Wheel come to mind) So I was thinking maybe in addition to alignments playbooks might also include misalignments. The idea here would be that if you intentionally fail a roll because failing satisfies your misalignment you get an xp at the end of session.

So something happened in my game tonight that I think requires I offer a player a Compendium Class.

So something happened in my game tonight that I think requires I offer a player a Compendium Class.

So something happened in my game tonight that I think requires I offer a player a Compendium Class. He was killed and then resurrected by being linked to the ailing heart of the dead god Giridion. Giridion was a god of Mirth but has been dead for some centuries. Since then his heart has mostly been used to grant a limited form of immortality to a certain knight, Sir Castenes. Recently the heart was stolen and put to use empowering a dark ritual, the details of which are not important here. Sir Castenes came to the party as a ghost and bid them help him recover the heart. But in the process our dwarf initiate, the mighty Don, fell prey to a falling ghoul. Castenes had never intended to have anyone die for his sake and so once the heart was recovered opted to link it to Don instead of himself. So Don is alive again. However, his life is sustained by the heart of a dead god. It seems to me this warrants access to a compendium class. Problem is I’m drawing a blank. I know I want the base move to toughen him up some how. Both to show how the mystical vitality of the artifact is still more than your average mortal heart can bestow and to make the character a little tougher. (He runs in and hits stuff a might to readily). Any of this inspire anyone?

I seem to be all about magic items lately.

I seem to be all about magic items lately.

I seem to be all about magic items lately. I just wanted to do a take on the classic ring of invisibility. My group’s thief needs some help being sneaky and I thought I’d throw him a bone. Critique appreciated.

https://www.evernote.com/shard/s237/sh/9237381e-6022-40b8-a99e-d0722b2cd4de/7cce5f951eac7ec01874bfc550a26813

So this is an item, or really a type of item, I’ve been struggling with.

So this is an item, or really a type of item, I’ve been struggling with.

So this is an item, or really a type of item, I’ve been struggling with. It still needs a lot of work. And I thought I’d see if anyone here had advice. Looking for a better name too.

Elemental Skull

Elemental Skulls are small skull shaped carvings made of exotic materials like onyx, marble, jade, or obsidian. The skulls have hinged jaws which open and will hang open unless held shut. When open a small torrent of either water, fire, sand, or air is released. Each skull produces a specific element. However, it is difficult to tell which element a given skull produces and how much it produces without first opening it. Further, the jaws are often held closed by flimsy clasps which have a tendency to break.

Custom Move

When you open a skull who’s element you are unaware of roll +WIS. On a 10+ choose from water, fire, air, or sand. A small amount of the chosen element is released without incident. On a 7-9 choose from water, fire, air or sand. A problematic amount is released. The GM will describe the trouble it causes. On a 6 or less the latch breaks and a random element streams out in a torrent filling the immediate area.

When you open a skull you are familiar with roll +WIS. On a 10+ the skull disgorges a small amount of its element. On a 7-9 choose 2:

The skull’s latch does not break

The skull does not attract attention

The skull releases the needed amount of its element

If a character is carrying an element skull on their person. The GM gains this additional Dungeon Move:

•The latch on the elemental skull breaks or comes loose

So I’m getting ready to run a game for my regular rp group and one of my players wants to play a horse warrior.

So I’m getting ready to run a game for my regular rp group and one of my players wants to play a horse warrior.

So I’m getting ready to run a game for my regular rp group and one of my players wants to play a horse warrior. Like a mongol or a dothraki. Do we already have a class that covers that? Or does it need building from scratch?

So maybe I missed it somewhere in the book, but how do you deal with it if two PCs get into a fight with one another?

So maybe I missed it somewhere in the book, but how do you deal with it if two PCs get into a fight with one another?

So maybe I missed it somewhere in the book, but how do you deal with it if two PCs get into a fight with one another?