Here’s the text of the Alchemist move:

Here’s the text of the Alchemist move:

Here’s the text of the Alchemist move:

When you *have time to gather materials and a safe place to brew* you can create three doses of any poison you’ve used before.

I like the idea of moves that allow you to create things like this, but I don’t like the trigger. I would prefer a better trigger that is based on fiction action, not circumstances. I was thinking something more like this:

When you *set out to brew a poison,* describe how you do so, which may include paying a cost described by the GM, and say what effect your poison will have.

What do you think?

This came up in my home game recently.

This came up in my home game recently.

This came up in my home game recently. The Ranger was trying to shoot a wind spirit with an arrow, but it was much too quick and far away for a regular Volley to have any chance of success. The Ranger then tried to observe the spirit’s patterns of flight and how it reacted to the arrows he was shooting, then lead the target to get the hit that way.

I said, “What will you risk to accomplish that?”

He replied, “That the spirit gets bored and flies off.”

I told him to make his Defy Danger roll, with that as the danger. On a hit, he’d have a chance to Volley and get his mark.

What do you think about this?

Has anyone got an adventure that consists mainly of traveling with a caravan?

Has anyone got an adventure that consists mainly of traveling with a caravan?

Has anyone got an adventure that consists mainly of traveling with a caravan? Doesn’t have to be as guards for hire, in fact it would be even better if the PC’s weren’t. Any system is okay, but DW is preferred.

A curious thing happens to the bodies of the slain in the Northlands.

A curious thing happens to the bodies of the slain in the Northlands.

A curious thing happens to the bodies of the slain in the Northlands. Putrefaction of corpses begins unusually fast, even in the cleanest of places. The flesh quickly turns black with necrosis; tissues becoming rigid in the joints and skin, yet fluid elsewhere in the body. Within a matter of just a few days, the diseased corpse becomes mobile. Within a week, it is a living skeleton sleeved in rot, the remaining organs reduced to septic sludge.

Such creatures in this condition lack the shambling slowness of zombies. They prefer instead to leap or scuttle, unnaturally strong limbs seizing living prey to spread their plague. If it cannot find suitable prey, it will instead hide in whatever dark or moist place it can find and wait. They have no means of communication, but sometimes work together along with those it died alongside with.

Because of this plague, prompt cremation of the dead is of the utmost importance in the Northlands. If a body cannot be burned, a liter of saline solution poured into the lungs via the mouth will /usually/ halt the transformation. Prayer seems to have little effect, as does consecrated burial; the dead just dig their way free.

Oh, and don’t try to raise the dead while you’re in the Northlands. It ends badly for all involved.

*The Decayed*

Group, Terrifying

Filthy bite (d6 damage, close)

10HP, 0 armor

Instinct: To spread the plague

Moves:

Spread rotting infection

Grab them and never let go

Burst forth vile grave water

I recently took my stuff down from DTRPG.

I recently took my stuff down from DTRPG.

I recently took my stuff down from DTRPG. It’s nothing serious, there’s no scandal or anything. I just started a new job and I wanted to avoid anything that might suggest a conflict of interest. But since people enjoyed my material, here’s all of it for everyone to have, for free, including the most recent version of my DW Unlimited Edition hack. Share it with your friends all you like, or hack it if you want. Just give me a shout out if you do. Enjoy.

https://drive.google.com/open?id=1R0bse1MTYfv9Xzuvitac-4ReS1G7tyZb

How would you go about doing a West Marches-style mega-dungeon?

How would you go about doing a West Marches-style mega-dungeon?

How would you go about doing a West Marches-style mega-dungeon? I’m talking like an entire underground city with many floors and discrete areas, taking dozens of expeditions to map?

Did we ever have a discussion on using Debilities as a replacement for HP?

Did we ever have a discussion on using Debilities as a replacement for HP?

Did we ever have a discussion on using Debilities as a replacement for HP? I feel like we did at some point, I just can’t find it.

By this, I mean when you take damage, you mark one or more debilities instead of HP. HP would just be for NPCs.

This is a project I’ve had in the back of my mind for a while now, though I think Yochai Gal beat me to it.

This is a project I’ve had in the back of my mind for a while now, though I think Yochai Gal beat me to it.

This is a project I’ve had in the back of my mind for a while now, though I think Yochai Gal beat me to it. He’s been a pleasure to work with, and I’m grateful to have him and his enthusiasm as part of the community here.

I wanted to try bringing DW back to some of its Apocalypse World roots. DW as written has a lot of baggage and legacy mechanics from D&D, and it adds unnecessary complications that just make things confusing. I also wanted to take the opportunity to add a few popular modifications from the community. The result is this first draft of what I call the “Unlimited Edition”. Please share and enjoy, it’s free and always will be.

https://drive.google.com/open?id=1VCV7mILNcNVndk7nwLuVboLpTEP7W4yM