Paul_T has another hack for damage, this time for Dungeon World. It’s tempting me, just like his AW one did.

Paul_T has another hack for damage, this time for Dungeon World. It’s tempting me, just like his AW one did.

Paul_T has another hack for damage, this time for Dungeon World. It’s tempting me, just like his AW one did.

http://www.story-games.com/forums/discussion/19273/a-descriptive-damage-hack-for-dungeon-worldworld-of-dungeons#Item_55

Once upon a time, a camp went horribly, horribly wrong.

Once upon a time, a camp went horribly, horribly wrong.

Once upon a time, a camp went horribly, horribly wrong.

It started out pretty mildly. After holing up with all the gold they’d looted, the small, narrow entranced room with good view of any approaches seemed ideal. Admittedly, putting the Bard to watch for the whole camp was optimistic given his 8 Wisdom. Also they did underestimate the danger posed by the beastie that got away and they decided not to pursue.

When the Bard failed watch and the snake leapt from the shadows and coiled around his torso, ready to strike his face, things looked bad. The Bard was already Weak so his powering through was probably going to fail. He did get off a scream, which was generous given the snake then disengaged its jaw and swallowed his head.

But his companions were roused! Surely the Ranger and his pet direwolf will save him. O, they missed the slippery shadow beast and instead skewered and rendered the Bard. O noes!

But the Druid has now scrambled free of his sarcophagus, surely he will save him. With elementary mastery? Wait. You’re summoning a wall of flame in this small room around its only exit. Yes it will burn the snake. The snake wrapped around the Bard. Okay, go for it. Holy smoke, you failed your roll too.

Let us see. Everyone is burnt, blasted and choking from the living inferno the Druid just called forth blocking the only exit from this room full of dry, ruined carpet, pillows and tapestries. Except the Bard was already choking from the large snake swallowing his head. The ring fire around him also isn’t helping. And the fact that his companions have done more damage to him than any other “monster” so far.

The story ends well. The Bard survived with one hp and a little dignity after killing the beast. And even though he was scalded and near dead from smoke and snake bile, it took a while to convince him that resting and recovering was a good idea: “Camping caused all these problems in the first place”.

Another thought: my trigger lists could make antitoxins.

Another thought: my trigger lists could make antitoxins.

Another thought: my trigger lists could make antitoxins. Require poisoned characters to avoid contact (A3) with food (B10 –> B4.3) for three days and then bath in blood (B2.5); inhale (A1) highly flamable fumes (B3.2) of a fire swamp pit; or see (A6) someone intent on sacrificing (B8.2) themselves for a holy cause. Not bottled solutions, but foolhardy missions.

Originally shared by Oliver Granger (watergoesred)

Detective Dee And The Mystery Of The Phantom Flame

Game rules for poisons always miss one fundamental element. They all discuss poison effect and duration. But duration is one of many poison triggers. Here are my random tables for determining poison triggers.

For example, when the poisoned crossbow quill stabs in your back, you don’t feel poisoned, just sore. The paralysis (the poison’s effect) is only triggered when you are immersed (A5) in water (B2.1). Better stay out of that boat till you get the antidote!

POISON TRIGGERS

A:Exposure to trigger

1 Inhale or smell

2 Eat, drink or taste

3 Contact or touch

4 Feel or experience

5 Immersion

6 See or hear

 

B:Trigger categories

1 Energy

2 Liquid

3 Gas

4 Solid

5 Thing

6 Motion

7 Emotion

8 Intention

9 Duration

10 Pick one and roll again

 

B1:Energy

1 Sound

2 Vibration

3 Electricity

4 Heat

5 Cold

6 Light

7 Darkness

8 Magic

 

B2:Liquid

1 Fresh water

2 Salt water

3 Oil

4 Sweat

5 Blood

6 Wine

7 Rain

8 River

 

B3:Gas

1 Breath

2 Flammable

3 Wind

4 Stagnant

5 Smoke

6 Steam

7 Bubbles

8 Fog

 

B4:Solid

1 Salt

2 Sand

3 Food

4 Meat

5 Plant

6 Metal

7 Earth

8 Fabric

 

B5:Thing

1 Shape

2 Colour

3 Symbol

4 People

5 Animal

6 Weapon

7 God

8 Fire

 

B6:Motion

1 Falling

2 Sleeping

3 Walking

4 Running

5 Climbing

6 Swimming

7 Talking

8 Shouting

9 Reading

10 Sitting

B7:Emotion

1 Hope

2 Fear

3 Pain

4 Anger

5 Greed

6 Pride

7 Lust

8 Envy

 

B8:Intention

1 To keep

2 To give

3 To attack

4 To flee

5 To hide

6 To love

7 To negotiate

8 To wait

 

B9:Duration

1 Instantaneous

2 Cumulative

3 Delayed

4 Permanent

Game rules for poisons always miss one fundamental element.

Game rules for poisons always miss one fundamental element.

Originally shared by Oliver Granger (watergoesred)

Game rules for poisons always miss one fundamental element. They all discuss poison effect and duration. But duration is one of many poison triggers. Here are my random tables for determining poison triggers.

For example, when the poisoned crossbow quill stabs in your back, you don’t feel poisoned, just sore. The paralysis (the poison’s effect) is only triggered when you are immersed (A5) in water (B2.1). Better stay out of that boat till you get the antidote!

POISON TRIGGERS

A:Exposure to trigger

1 Inhale or smell

2 Eat, drink or taste

3 Contact or touch

4 Feel or experience

5 Immersion

6 See or hear

 

B:Trigger categories

1 Energy

2 Liquid

3 Gas

4 Solid

5 Thing

6 Motion

7 Emotion

8 Intention

9 Duration

10 Pick one and roll again

 

B1:Energy

1 Sound

2 Vibration

3 Electricity

4 Heat

5 Cold

6 Light

7 Darkness

8 Magic

 

B2:Liquid

1 Fresh water

2 Salt water

3 Oil

4 Sweat

5 Blood

6 Wine

7 Rain

8 River

 

B3:Gas

1 Breath

2 Flammable

3 Wind

4 Stagnant

5 Smoke

6 Steam

7 Bubbles

8 Fog

 

B4:Solid

1 Salt

2 Sand

3 Food

4 Meat

5 Plant

6 Metal

7 Earth

8 Fabric

 

B5:Thing

1 Shape

2 Colour

3 Symbol

4 People

5 Animal

6 Weapon

7 God

8 Fire

 

B6:Motion

1 Falling

2 Sleeping

3 Walking

4 Running

5 Climbing

6 Swimming

7 Talking

8 Shouting

9 Reading

10 Sitting

B7:Emotion

1 Hope

2 Fear

3 Pain

4 Anger

5 Greed

6 Pride

7 Lust

8 Envy

 

B8:Intention

1 To keep

2 To give

3 To attack

4 To flee

5 To hide

6 To love

7 To negotiate

8 To wait

 

B9:Duration

1 Instantaneous

2 Cumulative

3 Delayed

4 Permanent

This week on Dungeon World

This week on Dungeon World

This week on Dungeon World

I’m trying to work out how to best play DW as self-contained episodes.

What I’m looking for

– flexibility so game can continue even one or two people (out of five) are missing each session, perhaps even different GMs

– new port every session, creating a montage of action since last session

– start each session knee deep in the action, already committed

– end each session whenever, yet allow success and trouble influence the montage that sets up next session   

I’m thinking sort of mission- or job-based session with a varying crew. 

Things I’m considering using to prep each session

– Work through Steadings

– Advance Campaign Fronts, with gods and armies and dragons etc.

– New business, inspired by Campaign Fronts but also random like Finding Work from the Planarch Codex

– Unfinished Business, when sessions don’t end neatly; something for influencing the montage and next session set up

– Of course, follow all the GM agenda, principles, move etc.

I’ve got some ideas for how to resolve Unfinished Business, possibly randomly, but I’m wary because I often overcomplicate things like this. I mean, maybe something like an In A Wicked Age Oracles. Or am I missing an obvious simple way to create such an in-between action montage? 

So I’ve made a map for upcoming my Torchbearer game, but based it on the history created in the Microscope game I…

So I’ve made a map for upcoming my Torchbearer game, but based it on the history created in the Microscope game I…

Originally shared by Oliver Granger (watergoesred)

So I’ve made a map for upcoming my Torchbearer game, but based it on the history created in the Microscope game I played in to prepare for an upcoming Dungeon World game. Multipurpose map for the win!

Locations

Elfland – Devout Wait

Dwarven Halls – Bright Crown

Religious Bastion – Pentos Undying

Bustling Metropolis – Elysium

Wizard’s Tower – Ulsta of the Far Sky 

Remote Village – Meredune

Busy Crossroads – Keepers’ Crossing

Mountains – Dragon’s Jaws, Sword and Hilt 

River – Sharshunk 

Road – Ash Road

Coast – Moonstone Tides

The Forest – Bearhounds

Halfling – Stanton 

The Hilt – Dragons

Western lands – Giants

Wizards channel magic through their soul, like light through a lens; focusing and directing energy.

Wizards channel magic through their soul, like light through a lens; focusing and directing energy.

Wizards channel magic through their soul, like light through a lens; focusing and directing energy.

In humans, the soul is immortal; it’s the portion of the self that remains after death, freed from the mortal body. This separation of body and soul means magic can pass through the soul of a human wizard without touching or hurting the flesh. 

In elves, however, there is never such freedom; their body and soul are inextricably intertwined; their immortality permanently embodied, permanently embedded in the material world. This permanent joining of body and soul means an elven wizard must channel magic through both their soul and their body. Sometimes that hurts.

To reflect this, change the Cast A Spell move for elven wizards.

i) Remove the second option under 7-9:  – The spell disturbs the fabric of reality as it is cast—take -1 ongoing to Cast a Spell until you Prepare Spells again.

ii) In its place add the following 7-9 option:

– Ethereal-flames burn and scar your flesh during the casting—take damage equal to the level of the spell cast.

#wizardweek  

Petition

Petition

Petition

When you cry out loudly for a god’s favour or intervention, choose a number of the following up to your mana with this god.

– You maintain your relationship with this god.

– You maintain your relationship with other gods.

– You keep your self-respect.

– You need make no great sacrifice.

Reflect your choices in how you describe your petition. The GM will then tell you if this god finds your petition favourable, your cause worthy and your need great enough. If so, you get what you want.

For Petition, player characters might start with 3 Mana to distribute among 2 or 3 gods. Unless they were the Cleric or the Paladin, where they’d could load all the Mana onto one god. And then maybe 1 mana per level or maybe mana as a boon granted for services rendered.

I can also imagine objects that grant mana for use in a petition.

Title

Title

Question about p218 in the section Updating the campaign map under Opportunity heading (my bold):

When a steading has enmity against a weaker steading they may attack. Subtract the distance (in rations) between the steadings from the steading with enmity’s defenses. If the result is greater than the other steading’s defenses +defense for each step of size difference (village to town, town to keep, keep to city) they definitely attack. 

Looking at the text i bolded above, I don’t understand when the +defense is applied or to who.

Dungeon World Kickstarter pack made it all the way over to sunny, hot Australia.

Dungeon World Kickstarter pack made it all the way over to sunny, hot Australia.

Dungeon World Kickstarter pack made it all the way over to sunny, hot Australia. The postage box was badly beaten but everything inside was perfect. 

The hardcover’s beautiful to hold, the scout books are a great format, the notebook is sweet, and the shirt fits great. Wowsers!

Best Kickstarter eva!!