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EDIT: Added the Axe as a magic item below the CC.

This is the last CC in the Bardic Compendium Class Contest. James Hawthorne was so kind to provide me with a concept, which was Hair Metal. I think I’m going for some artistic freedom here and go all in for Heavy Metal…

The Headbanger

When you have acquired the fabled Six Stringed Axe of Metalocalypse and it considers you strong and worthy you may take the following move the next time you level:

Headbanging

When you head bang violently while playing a raging solo on the Axe as a part of your Arcane Performance, all bonus damage dice granted to the ally is increased to d6’s.

Once you’ve taken “Headbanger,” the following moves count as class moves for you. In addition to your normal list of moves, you may choose from this list when you gain a level.

Thunderstruck

When you play an electrifying riff on the Axe choose an enemy in near range and roll+STR. On a hit lightning jolts forth from the Axe. On a 7-9 you and the enemy is stunned. On a 10+ you aren’t stunned and you deal your damage ignoring armor.

Painkiller

When you heal someone while playing on the Axe, you roll the healing dice twice and take the higher result.

Dawn of Victory

When you  _play a Song of Victory on the Axe after emerging victorious after a violent battle_ roll+STR. On a hit the Gods of Metal are pleased by your slaughter. On a 7-9 you and your allies are reinvigorated and heals 1d8 hit points. On a 10+ you and your allies also take +1 forward to Hack & Slash.

—-

The Six Stringed Axe of Metalocalypse

This axe was a gift from the Gods of Metal to mortalkind at the dawn of the Age of Metal. It is said that when it descended from the heavens, demons fled in terror and the skies where filled with lightning and the music of angels. Badass angels of demonslaying.

In the hands of a normal person, it is just an regular axe with the close tag, although it can be played as a lute due to its strings. In the hand of a Bard however, it measures his worth. If it deems him worthy and strong, it will reveal it’s true power and teach him songs of Metal. It also grows in size and gains the reach and two-handed tags as well.

—-

Bonus: Who can find the most metal references in the above?

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Yesterday, I didn’t post a compendium class in the Bardic Compendium Class Contest, as I was too exhausted. Sorry ’bout that. I’ll post two today then! I’ll post the second in an other thread

The winner of yesterday was Wynand Louw with his suggestion of “Alpen Horn and Yodeling”. This should prove interesting…

The Alpine

When you have acquired a horn from an Ibex and fashioned it into an instrument you may take this move the next time you level:

Horn of the Mountain

When you blow the horn of the Ibex as a part of your Arcane Performance, the spirits of the mountains awakens. Instead of choosing one from the list of Arcane Perfomance, you may ask the spirits to protect an ally, giving them +1 forward to defy danger.

Once you’ve taken “Horn of the Mountain,” the following moves count as class moves for you. In addition to your normal list of moves, you may choose from this list when you gain a level.

Long Distance Communications

When you sing a message with repeated changes of pitch in every note say what the message contains and who you wish to hear it, then roll+CHA. On a hit your target receives the message. On a 10+ the target may also respond in kind. On a 7-9 choose 1:

– The target cannot respond to your message.

– You attract unwanted attention.

Charge of the Ibex

When you blow your ibex horn and then throw it at an enemy it temporarily turns into a charging ibex. On a 7-9 it has the forceful tag and deals your damage the enemy, after which it reverts to a horn. On a 10+ it also comes back to you before it reverts to a horn.

Call of the Eagle

When you blow your horn and cry out to the skies a Giant Golden Eagle will come to your aid. It is large enough to carry two riders and will serve loyally as a mount. It will leave for its nest when dismissed.

Links for inspiration

As can be seen, I went with a mountain theme here. The entry move was partly inspired by a conversation with Tim Franzke.

At little something about the alps: http://en.wikipedia.org/wiki/Alps

Ibexes are awesome: http://en.wikipedia.org/wiki/Ibex

Imagine this eagle, but of size largehttp://en.wikipedia.org/wiki/Golden_eagle

Yodeling: http://en.wikipedia.org/wiki/Yodeling

http://en.wikipedia.org/wiki/Alps

Fantastic Locations Thread!

Fantastic Locations Thread!

Fantastic Locations Thread!

How much do you do to make the places the players visit fantastic? I try to include things that aren’t monsters, like a self-sweeping broom in a witch’s hut or a candelabra with glowing crystals instead of candles.

Most notably, I think the landscape is pretty important, but I must admit that “inventing” fantasy terrain can be a bit hard. The tenth flying isle isn’t as fantastic as the first one, if you know what I mean.

What are the most magnificent and marvelous locations you have had in a game?

Sooo… Todays winner of the Bardic Compendium Class Contest is Tim Franzke with his suggestion on a Bongo Bard!

Sooo… Todays winner of the Bardic Compendium Class Contest is Tim Franzke with his suggestion on a Bongo Bard!

Sooo… Todays winner of the Bardic Compendium Class Contest is Tim Franzke with his suggestion on a Bongo Bard!

Seriously though, people should post more suggestions, or else I’m running out by tomorrow and I would have to make up concepts myself!

Bongó el Monte

When you have learned the complex magical rhythms of the bongo you may take this move the next time you level:

Guerilla Warfare

When you steel your allies before an ambush and they dance to the bongo as a part of your Arcane Performance, they all get the benefits of the performance.

Once you’ve taken “Guerilla Warfare,” the following moves count as class moves for you. In addition to your normal list of moves, you may choose from this list when you gain a level.

Night of the Armadillo

It is told that Night was stolen from the armadillo to end the Eternal Day. When you play a rhythm on the bongo to push the the sun from the sky, roll+DEX. On a 10+ the sun vanishes and the land is enshrouded in darkness for the time being. On a 7-9 you must pay the price of interfering with nature. The GM will give you a choice between danger or cost.

Friend of the Guije

You have learned how to lure the playful and naughty guije through song and play. When you play the bongo to call on the guije roll+DEX. On a 10+ you summon a pair, man and woman, who will do you a favor of trickery, though they will harm no one in the process. On a 7-9 they still grant you a favor, but they demand some kind of compensation or favor in return.

Night Time Stories

When you make camp and tell a story to the rhythm of the bongo. Say who and what the story is about and gain one of the following benefits:

– If it is about home or love, everyone is soothed and heals 1d8.

– If it is about heroic exploits, everyone is strengthened by confidence and take +1 forward to defy danger.

——————————-

Sources of inspiration

The bongo is a Cuban instrument, so I drew from Cuban tales and legends.

Link on guijes: http://www.radioangulo.cu/en/news/culture/11640-the-qguijeq-a-cuban-legend.html

Link on Hatuey who fought the Spanish through guerilla warfare: http://www.historyofcuba.com/history/oriente/hatuey.htm

Link on the story about how the people stole the armadillo’s night so they could rest: http://observer.theguardian.com/journeysofthemind/story/0,,1099896,00.html

Inspirational music: Johnny “Dandy” Rodriguez with J. Delgado, Bongo Riffs

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So, I decided to go with Tim Franzke’s suggestion for the Street Cred move for the Wardancer CC about attracting a group of fans.

Street Cred

Your mad dancing skills attract all the b-boys and flygirls in town. When you make a street performance showcasing your latest and most difficult moves roll+CHA. On a hit you attract a group of fans. On a 7-9 they can introduce you to some useful and influential people in the city’s underground. On a 10+ one of the fans has some influence in the city’s underground milieu and is willing to pull some strings for you.

#bardweek Remember to vote for your favorite suggestions in the Bardic Compendium Class Contest!

#bardweek Remember to vote for your favorite suggestions in the Bardic Compendium Class Contest!

#bardweek Remember to vote for your favorite suggestions in the Bardic Compendium Class Contest! Or better yet, come with your own!

https://plus.google.com/110937611143261107555/posts/1ZSDKCxAtyW

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Today’s winner of the Bardic Compendium Class Contest is Tom Tyson for his suggestion about the Ukulele Bard! Today I drew a bit of inspiration from Hawaiian folklore, and each bard move is thus associated with  a Hawaiian god or goddess.

Without further ado, let me present…

The Godsinger

When you have been taught the divine tunes of the ukulele by a kahuna you may take this move the next time you level:

The Song of Ku

When you praise Ku with a song while playing the ukulele as a part of your Arcane Performance, on a hit your ally is granted temporary divine protection by Ku. They gain +2 Armor forward.

Once you’ve taken “The Song of Ku,” the following moves count as class moves for you. In addition to your normal list of moves, you may choose from this list when you gain a level.

The Song of Pele

When you praise Pele with a song while playing the ukulele roll+CHA. On a 10+ she summons forth a volcanic eruption under your foes. On a 7-9 volcano erupts but choose one:

– Pele demands tribute, a sacrifice or a favor

– The volcano goes out of control, exposing you and your party to danger.

The Song of Kanaloa

When you praise Kanaloa with a song while playing the ukulele and you bring him a proper sacrifice he will grant you an audience with Death, a lost friend or loved one. If the offering is meager, Death will be angered and will give you a bargain. If you accept he will be appeased. Otherwise, take -1 ongoing to Last Breath until you find away to appease Death.

The Hula

When you perform the hula in praise of Laka, ask Laka a question about how you can peacefully deal with a situation and roll+CHA. On a 10+ she will answer you clearly and give you sage advice. On a 7-9 you get a short glimpse containing an object, person or location that will help you in your endeavor. Either way, you take +1 forward when acting on the answers.

http://www.to-hawaii.com/hawaiian-myths-and-legends.php

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Todays “winner” of the Bardic Compendium Class Contest (TM) (no, it’s not really trademarked, so don’t sue) is Eric Nieudan with his “freestyle gangsta rapper” suggestion!

The Rhymer

When you have mastered the art of rythmic rhyming and fast-talking, you may take this move the next time you level:

Masterful Vituperation

When you bust a rhyme that smears foe as a part of your arcane performance, on a hit you enchant him with a powerful sense of enmity, and he will try to harm you to the best of his ability.The spell is broken when they take damage, and the first ally to attack the foe takes +1 to their roll.

Once you’ve taken “Masterful Vituperation,” the following moves count as class moves for you. In addition to your normal list of moves, you may choose from this list when you gain a level.

Fo Shizzle

When you bust a rhyme and include nonsense words you made up on the spot roll+INT, your words are infused with a . On a 10+ your words are infused with magic and the listener is so confused that are stunned for a few moments. On a 7-9 the listener is only stunned so long as you keep rhyming, and even then only for a few moments.

Bling Bling

When you flash some jewelry and rhyme about all your coin and wenches, roll+CHA. On a hit, a listener is put under an illusion. On a 10+ choose 2. On a 7-9 you still choose two, but they are maliciously envious:

– They believe that you are an important and influential person.

– They consider you exceptionally attractive.

– They believe that you are very rich.

Thug Life

You speak the secret tongue of the Homies and know their secret hand gestures. When you recruit in the slums, take +1 to your roll.

I just had what I felt was a major revelation a few minutes ago, and I feel compelled to share it here.

I just had what I felt was a major revelation a few minutes ago, and I feel compelled to share it here.

I just had what I felt was a major revelation a few minutes ago, and I feel compelled to share it here.

There’s no “stealth” or “hide” move in Dungeon World. This was a real problem for me in the beginning, but I always told myself that this was just an application of Defy Danger.

I just “realized” (quotation marks because some might disagree) that this actually isn’t true. If you are sneaking somewhere, then you aren’t…

… powering through,

… getting out of the way or acting fast,

… enduring anything,

… using quick thinking,

… applying mental fortitude,

… or using charm and social grace.

As such, you don’t get to add neither STR, DEX, CON, WIS, INT or CHA to you roll. If the danger is that “someone will see you”, then there’s really no way of getting any relevant modifier.

The problem isn’t the lack of the move, it is a fault in our “training” as gamers. We are “trained” by most other games to assume that people always have a chance to spot us in some way, but we have to move away from that train of thought and instead realize something else: A person / monster / whatever will always and only spot you if the fiction dictates it.

Of cause, we know this on a fundamental level, because “fiction first” and all that. This is one of those places where I think GM’s are actually the ones to “blame”, not the lack of move.

When a player says “I’m going to sneak up on him”, you don’t say “Okay, roll Defy Danger, +DEX as it is the closest fit.” Instead, you should tell him the consequences or requirements and ask.

Before having this epiphany, I would have treated the situation as this:

Avon: “I’m going to sneak up on the guard!”

GM: “He might see you, and you’ll be defying danger to be seen. Roll+DEX, since that is the closest fit, I think.”

Here’s how I’ll do it from this point on:

Avon: “I’m going to sneak up on that guard!”

GM: “Though he can’t see you now, he is looking straight in your direction and would most certainly spot you if you just waltzed out in front of him. You’ll either have to divert his attention or find another angle to sneak in from. What do you do?”

What do you guys think?