A few people already suspected about this, but here I’m, making everything official: I’m about to launch a…
A few people already suspected about this, but here I’m, making everything official: I’m about to launch a crowdfunding campaign!
“Ancient Worlds: Atisi” is a Bronze Age sword & sorcery setting for Dungeon World inspired by Egyptian Mythology. While most fantasy books are more Eurocentric, depicting caucasian people and nations, in “Ancient Worlds: Atisi” my focus is a fantastic Egypt and Sub-Saharan Africa. It’s a 280-page book that inclused major rules changes for Dungeon World, information about the Egypt-inspired setting, monsters and creature, equipment, compendium classes, mystical artifacts and so on.
Thinking about an alternative to a Barbarian-like move, but one that doesn’t give XP at the beginning of each…
Thinking about an alternative to a Barbarian-like move, but one that doesn’t give XP at the beginning of each session.
The original line of thought:
At the beginning of each session, the GM will ask you something about your homeland, why you left, or what you left behind. If you answer, mark XP.
When you say you have faced a similar social situation in your homeland, tell the GM what it was and how it was solved, and roll +INT. On a 10+, you know how to deal with this now, as you apply an inverted logic. On a 7-9, there’s some complication, but you don’t make things worse… yet.
The idea behind this kind of move is to show how this particular character is an Outsider, a stranger in these lands. All suggestions are welcome in this brainstorming phase. Any new moves or thoughts?
I’ve finished reading World Wide Wrestling a few days ago.
I’ve finished reading World Wide Wrestling a few days ago. It’s a good and interesting AWE game, but one thing that I really think I’ll “steal” is changing the approach to Bonds.
You see, instead just filling blanks, the Bonds there are formed by asking the other players. So, consider the Fighter Bonds:
____ owes me their life, whether they admit it or not.
I have sworn to protect _____.
I worry about the ability of ____ to survive the dungeon.
____ is soft, but I will make them hard like me.
Let’s turn this into questions:
Who owes me their life? There’s no need to admit it.
Who am I sworn to protect?
Who caused me to worry about their ability to survive a dungeon?
Who is soft to the point I decided to make them hard like me?
Changing the way the Bonds are created helps, IMHO, to make them care about it more. It’s not the Fighter player that decided that, but another player “accepted” that Bond as part of their story together. It was a voluntary choice.