I had a player who wanted to defy danger with STR to block an attack with his dual weapons.

I had a player who wanted to defy danger with STR to block an attack with his dual weapons.

I had a player who wanted to defy danger with STR to block an attack with his dual weapons. I ruled that that wouldn’t work, because I didn’t see that as the way that STR defy danger worked. Was I wrong?

Is there anywhere I can go to find a quick repository of Magical Items?

Is there anywhere I can go to find a quick repository of Magical Items?

Is there anywhere I can go to find a quick repository of Magical Items? I’m trying to find some interesting, but low power magical items to give to my players. I’m hoping for some stuff that will give them something fun to toy with, but also not imbalance the game or make my encounters feel too trivial. Again, a generator or codex-like place would be great.

So I have a cleric in my game who is under threat of being possibly excommunicated from his faith.

So I have a cleric in my game who is under threat of being possibly excommunicated from his faith.

So I have a cleric in my game who is under threat of being possibly excommunicated from his faith. How do I handle a priest without a god to follow? Perhaps a compendium class? Will he be able to work any of his spells, or will he just be a religious man who is no longer accepted by his god?

To verify, hes being excommunicated by his God, not his church.

I want some help interpreting the defy danger rules.

I want some help interpreting the defy danger rules.

I want some help interpreting the defy danger rules. At what point would I have someone roll with INT? My players wanted to use it in oder to dodge an incoming attack by calculating it’s trajectory, but I felt that still fell solidly inside the realm of DEX. Any advice?

Hey, I’d love some help with coming up with a new big bad for my campaign.

Hey, I’d love some help with coming up with a new big bad for my campaign.

Hey, I’d love some help with coming up with a new big bad for my campaign. I’m just feeling in a kind of creative deficit right now and would appreciate the help. Here’s the setup for the boss. Basically the group raided an ancient dungeon, and after being warned by countless premonitions, stole this skull and ran. They were told later that the prophecy said that if the skull was removed from its resting place by human hands that it would unleash a beast unimaginable.

Sooooo, any ideas.

I’d love some input on a new campaign that I’m working on for my players.

I’d love some input on a new campaign that I’m working on for my players.

I’d love some input on a new campaign that I’m working on for my players. I posted here earlier about the Mutation aspect of the world, and got some great input. Let me know what you guys think, and I’d love some input on how to run the first session. What I’m doing right now is to have them be sent there by an evil wizard, cast away from the normal world to this crazy place. I am trying to start them off blind and confused for at least a bit, and I want them to really feel like everything is new and fresh. However, I also want to show the grand scale of the world, possibly by sending them into the world either in the middle of, or off in the distance of, a huge battle. 

I wrote way more than I had intended to, but here is the folder where I store all my Mutation World themed material, sorry for its organization.

Thanks in advance!

P.S. The File Mutation World Rules and Lore has the bulk of useful information. I included everything else to show you some of my other ideas.

https://drive.google.com/folderview?id=0ByI7KiiLDkYuZnBab05XbTVITUE&usp=sharing

I wanted some input on an idea I had for creating a Mutation-based supplement for Dungeon World.

I wanted some input on an idea I had for creating a Mutation-based supplement for Dungeon World.

I wanted some input on an idea I had for creating a Mutation-based supplement for Dungeon World. Basically, you first roll for the aspect of your character that would change, (physical or mental), then you roll+CON for mutation type, (negative, good with tradeoffs, and good). Is it too simple? Or should it be more complex?