Impressions…
Originally shared by Mark Van Vlack
Impressions…
Impressions…
Originally shared by Mark Van Vlack
I had a story/worldbuilding epiphany of sorts this morning whilst musing on the history of a particular city in my…
I had a story/worldbuilding epiphany of sorts this morning whilst musing on the history of a particular city in my home game, and although it’s been said in the DW rulebook and the guide, sometimes you need to come to a realisation in your own words.
Any story I tell, or lore I reveal, as GM of this shared world, is simply that: a story. It’s something I heard about a place or person and maybe I didn’t hear it correctly, remember it right, tell it completely, or learn it from a reliable source. I am relying on the perspectives of each character to correct or augment my tales with stories, experiences or rumours they have heard. Imagine it like this: The GM tells a story about the history of the elves or dwarves, and another player chimes in to explain that although people might think that in some regions, their character knows another piece of the puzzle which clarifies things.
Together, we write the story and create a world with which we are all satisfied, and all ideas represented dramatically, if not harmoniously, to a greater whole.
Anyway, when that clicked in my head, I posted it to our campaign wiki to help the players see inside my noggin.
I was browsing the 13th Age rulebook this morning to see if it would yield any fodder for my “all-purpose…
I was browsing the 13th Age rulebook this morning to see if it would yield any fodder for my “all-purpose worldbuilding inspiration folder” and found myself wondering if DW could use a take on icons:
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When you achieve such notoriety as to attract the attention of an iconic player on the world stage, gain 3 hold and roll+Cha. On a 10+, spend the hold where you like, now. On a 7-9, spend two where you like now and the GM spends the third. On a miss, the GM spends all three. Each relationship shows the maximum hold it can accommodate over time; although cumulative, you may never exceed it during subsequent uses of this move.
Consult the 13th Age icon chart (or equivalent for your campaign) to see what relationship the hold represents. Positive relationships signify a bond which you can add to the parley roll. Positive or conflicted relationships unlock leverage for parley with the icon, but a failed parley also degrades the relationship by one step. Negative relationships are the equivalent of outstanding warrants wherever the icon holds sway.
Your bond with an icon during a positive relationship is only the most recent act with which you gained their favour. Icons are fickle and capricious when dealing with lessers, and their memories are short in that regard.
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Maybe it would be good for the end of a campaign or when a character reaches 10th level, it unlocks the above? Anyway, there is my idea if anyone feels it would be of use to them. Parleying with the big kids of the world comes with a whole new set of risks and opportunities for BIG moves by the GM.
Didn’t someone come up with a Compendium Class handling the boring buying of investment properties, and receiving…
Didn’t someone come up with a Compendium Class handling the boring buying of investment properties, and receiving returns? Our Slayer just bought a bunch of hovels and wants to become a Slum Lord.
How do you handle the equivalent of a Streetwise check to gather information on the street if your party lacks a…
How do you handle the equivalent of a Streetwise check to gather information on the street if your party lacks a Thief with Connections?
All done. Hope the top left doesn’t look too much like a soft-serve poo.
All done. Hope the top left doesn’t look too much like a soft-serve poo.
I know that I am not a visual artist, but I really like what happens when I bother to draw something a fourth time.
I know that I am not a visual artist, but I really like what happens when I bother to draw something a fourth time. These will be great hand-outs.
Guy at the bakery noticed my Red Box shirt and revealed that he plays Pathfinder.
Guy at the bakery noticed my Red Box shirt and revealed that he plays Pathfinder. I said that I mostly play Dungeon World at the moment, and he asks “What’s that?”
I think we need to design a religious-tract-style leaflet so I can just hand out our literature. Any tips for choice quotes or phrases I should include?
“Think about all the stories you tell about the awesome campaigns you’ve been in. Dungeon World is a game that is meant to create those awesome stories” – Adam Koebel, paraphrased from memory
” But I love my d20 : Reasons why you won’t miss it (much) playing Dungeon World”
etc.
Something triggered my mind to wander into Adventures on Dungeon Planet again today.
Something triggered my mind to wander into Adventures on Dungeon Planet again today. Although I don’t have any plans to run a space game anytime soon, I couldn’t help but draft a pair of dogfight moves to complement Johnstone Metzger ‘s stellar work. This is a first draft, and I welcome any feedback you wish to throw me.
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A dogfight in space follows the engagement concept of the Hack & Slash move in that agreeing to engage the enemy means dealing, receiving or exchange damage.
Maneuvering your ship to break away and flee your enemy is like Defying Danger.
In both cases, you may either use the automated systems and their stats, or grab the manual controls and employ your character’s abilities to push your craft beyond its normal capabilities. The simplest way to resolve this is to cancel out opposing bonuses/penalties before your roll, to keep math to a minimum.
Agile/Fast tags each grant +1 onging to Fight and Flight rolls.
Clumsy/Slow tags each grant -1 ongoing to Fight and Flight rolls.
A Small ship battling a Large ship takes +1 ongoing to Fight rolls and -1 ongoing to Flight rolls.
A Large ship battling a Small ship takes +1 ongoing to Flight rolls and -1 ongoing to Fight rolls.
Automated weapons, targeting systems or a dedicated gunner will add you a maximum of +1 to your Fight roll.
A pilot or autopilot system adds a maximum of +1 to your Flight roll.
Manual control discards these bonuses, instead using DEX+INT. Failing with manual controls is likely to result in a crash which destroys your ship.
Evasive technologies, like a warp drive or cloaking device, take a moment to ready, requiring one successful Flight roll before they may be activated.
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Fight
When you decide to engage an enemy craft during battle, roll+FIGHT, wherein the FIGHT value is the sum of all relevant bonuses and penalties based on either your ship/crew or one hero at the controls. * On a 10+, you deal your damage to the enemy craft based on your ship’s weapon stats, and avoid their attack. If you choose to expose yourself to their attack, double your damage. * On a 7-9, you deal your damage but the enemy makes an attack against you.
Flight
When you decide to evade an enemy craft during battle, roll+FLIGHT, wherein the FLIGHT value is the sum of all relevant bonuses and penalties based on either your ship/crew or one hero at the controls. * On a 10+, you avoid their attack and gain enough distance to attempt to flee or hide as your next move. * On a 7-9, either your skill or luck was found wanting; the GM will give you a worse outcome, hard bargain, or ugly choice.
I’m considering an augmentation to the Supply move to include selling items, as my group wants a Cash Converter…
I’m considering an augmentation to the Supply move to include selling items, as my group wants a Cash Converter option:
Supply / Offload
When you go to buy something with gold on hand, if it’s something readily available in the settlement you’re in, you can buy it at market price. If it’s something special, beyond what’s usually available here, or non-mundane, or you wish to sell something, roll+Cha.
✴On a 10+, you find what you’re looking for at a fair price, and people will buy your unwanted items for 75% of their market value.
✴On a 7–9, you’ll have to pay more or settle for something that’s not exactly what you wanted, but close. The GM will tell you what your options are. People will buy some of your unwanted items at 50% of their value.
✴On a miss: No stock, and no takers.