I posted this to rpg.net the other day and was only met with one reply. Bad timing or no interest, I’m not sure.

I posted this to rpg.net the other day and was only met with one reply. Bad timing or no interest, I’m not sure.

I posted this to rpg.net the other day and was only met with one reply. Bad timing or no interest, I’m not sure.

Anyways… How do you folks resolve 7-9s for defy danger? I feel like I’m not doing a good job.

The way I handled one such roll is as follows…

The ranger is facing off against a dragon man, she just resolved a 7-9 hack and slash against him where she was knocked to the ground. I setup a soft move and describe the dragon man puking flames at the ground which begins to flood towards her. I ask, ‘What do you do?’ The player responds by saying she wants to roll away and pop up with her bow at the ready. I say, ‘Sounds like you are defying danger by acting fast. Roll plus dex.’ She does so, and scores a 7-9.

I falter a bit but then make the following offer… You may avoid damage by letting the flames destroy some of your ammo or by leaving yourself in a vulnerable position or you can take the damage and be ready with your bow.

This was my 2nd session. Neither player spouted lore nor discerned realities. What can I do to encourage the use of those moves? Should players use those moves at least once during every battle, if not vigorously with each new and strange thing they encounter?

The druid in my game last night took his last breath.

The druid in my game last night took his last breath.

The druid in my game last night took his last breath. On a 7-9, death offered him the opportunity to return to the world of the living if he cast off his druidic nature and became a defiler – one who consumes nature for power. The player took the deal, citing a few cool reasons rooted in the game’s fiction.

So now I ask… does anyone have a defiler class written up? I understand those were, maybe, Dark Sun things?

I’m thinking after my first campaign of DW ends that I’ll try something new with the next.

I’m thinking after my first campaign of DW ends that I’ll try something new with the next.

I’m thinking after my first campaign of DW ends that I’ll try something new with the next. Tell me if this sounds crazy or if any of you folks have tried out similar approaches.

Character creation involves players choosing a Primary Class and a Subclass. You may swap one starting move from your Primary Class with one starting move from your Subclass. When gaining levels you may choose to take your Primary Class’ advanced moves or take a starting move or advanced move from your Subclass (meeting level and move requirements as usual).

You cannot have more advanced/starting moves from your Subclass than advanced moves from your Primary Class.

My immediate concern is that less glamorous moves like A Port in the Storm will get swapped out for more potent moves. A quick fix is to consider certain moves Primary. You can’t swap a non-primary move for a primary move.

Does anyone know of a generic character sheet for Dungeon World? I’d appreciate the resource very much.

Does anyone know of a generic character sheet for Dungeon World? I’d appreciate the resource very much.

Does anyone know of a generic character sheet for Dungeon World? I’d appreciate the resource very much.

I’m not talking about a playbook template though. Just an empty character sheet designed to be filled in by hand. I plan on putting the moves on cards.

What changes or new moves would you folks write (if anything at all) to better equip DW to handle the anime trope of…

What changes or new moves would you folks write (if anything at all) to better equip DW to handle the anime trope of…

What changes or new moves would you folks write (if anything at all) to better equip DW to handle the anime trope of people being trapped in a MMORPG?

Example Shows: Dot Hack, Sword Art Online, Log Horizon

I’m considering the possibility that DW might not be the appropriate baseline for this but it seems like it would be worth talking about anyways.

I like how the Mage generalizes magic. But perhaps it is too abstract?

I like how the Mage generalizes magic. But perhaps it is too abstract?

I like how the Mage generalizes magic. But perhaps it is too abstract?

Green Magic

When you use magic to enhance an ally, roll +INT. *On a 10+, they gain+2 forward or deal +4 damage with their next attack. *On a 7-9, they gain +1 forward or deal +2 damage. Additionally, choose one of the options below…

a) Your spell has unwanted side effects

b) Your spell draws unwanted attention to you

c) The casting saps your energy. Take -1 ongoing to INT until you have had time to clear your head.

Gray Magic

When you stand in defense of a person, item, or location under attack by using magic, roll +INT. On a 10+, hold 3. On a 7–9, hold 2. So long as you stand in defense, when you or the thing you defend is attacked you may spend hold, 1 for 1, to choose an option:

a) Halve the attack’s effect or damage

b) Open up the attacker, giving any ally +1 forward against that attacker

c) Deal 3 damage that ignores armor to the attacker

Unlike the normal defend move, you don’t necessarily need to be near the item you are defending when using gray magic.

Both of these basically augment how basic moves work while stipulating that the user need not be anywhere near his target. I’m not sure if these are strong enough to be starter moves. That said, I’m thinking gray magic needs another option… … …

What rules are out there to replace Bonds? They don’t really work for us and I want to try something new out.

What rules are out there to replace Bonds? They don’t really work for us and I want to try something new out.

What rules are out there to replace Bonds? They don’t really work for us and I want to try something new out.

I seem to recall a semi-recent thread about this very topic but I can’t seem to find it with the search function nor with google. Any help would be appreciated.

I really like the Gladiator playbook, seen at the bottom of this post.

I really like the Gladiator playbook, seen at the bottom of this post.

I really like the Gladiator playbook, seen at the bottom of this post. I was hoping to take the basic idea and apply it to a warrior that bears a cursed coffin, which he swings around as a weapon.

First of all, what would you folks name such a class?

The first three starting moves are the same with different flavoring. For instance, arsenal is replaced with dark. Additionally, the class comes with a weapon; the coffin (two-handed, damage+1, forceful, reach, weight 3). All of the moves revolve around this weapon, so when you spend 1-dark to give your coffin the near tag, you might be commanding its deadly chains to strike out at a foe.

The last starting move I changed to Final Nail.  I’m not sure about it yet, give me your impressions!

When you imprison an enemy in your coffin, roll +dark. *On a 10+, choose two.  *On a 7-9, choose one:

=They are trapped for a long while.

=Their allies are terrified.

=The twisted energies within your coffin harm them, deal 1 plus dark in damage that ignores armor.

I’ve re-purposed half of the gladiator’s advanced moves to work with the class but the other half simply don’t work. I’ll post what I have done once I see if this conversation is going to pick up at all.

Gladiator: http://www.mediafire.com/view/?ob8ewooe1g3lebc

My DW Stuff: https://drive.google.com/folderview?id=0B_g-qT914bm-eHM1alFDQnA4TFk&usp=sharing