I noticed that a lot of the rules in *World games have much in common with the rules for good improv.

I noticed that a lot of the rules in *World games have much in common with the rules for good improv.

I noticed that a lot of the rules in *World games have much in common with the rules for good improv. I’m guessing this isn’t a coincidence. What can we learn from improv acting to become better RPG players and GMs?

http://improvencyclopedia.org/references//5_Basic_Improv_Rules.html

What are people’s thoughts on using elements as attributes?

What are people’s thoughts on using elements as attributes?

What are people’s thoughts on using elements as attributes? (Everway, Mystic Empyrean, Lot5R) I’d like to make an urban fantasy hack, something lighter than Urban Shadows, and I was thinking about using elements as attribute names.

How would you do Shadow of the Colossus in a *World game?

How would you do Shadow of the Colossus in a *World game?

How would you do Shadow of the Colossus in a *World game? You’re fighting something the size of a skyscraper, only vulnerable in certain places or ways, so you have to do some ridiculous stunts just to get into striking range.

Does Defend become too powerful at high levels?

Does Defend become too powerful at high levels?

Does Defend become too powerful at high levels? One of the options for Defend is “deal damage to the attacker equal to your level”. My concern is that this may be too attractive an option once PCs reach the upper levels, especially for classes with low base damage.

And is there an official stance on standing in defense of yourself to trigger the Defend move without covering anyone else?

#MagicItemMonday

#MagicItemMonday

#MagicItemMonday

Seal of Solomon

“Do not call up that which you cannot put down.”

— H.P. Lovecraft

This iron signet ring is marked with highly intricate designs and runes. When you speak in a booming, commanding voice to a extraplanar being while wearing the Seal of Solomon, roll+CHA. *On a 10+ choose three. *On a 7-9 choose two. *On a 6- choose one anyway, but you’ll be getting a visit soon from a very irate deity.

– The being is banished from this plane.

– The being performs a simple command of your choice.

– The being answers one question you ask of it truthfully.

– Any spells, curses, or other magical effects caused by the being immediately end.

– You don’t anger the gods with your meddling.

Are there any good spaceship combat rules out there for the *World engine?

Are there any good spaceship combat rules out there for the *World engine?

Are there any good spaceship combat rules out there for the *World engine? I know that at least one person is writing a space opera hack, but I haven’t seen the combat rules yet.

I’m a fanboy of the Indiana Jones/adventure archaeologist trope.

I’m a fanboy of the Indiana Jones/adventure archaeologist trope.

I’m a fanboy of the Indiana Jones/adventure archaeologist trope. I had previously tried to combine the bard and thief playbooks to make something that would suite this style, but I wasn’t satisfied with the result. So, here’s a CC instead for someone who enjoys exploration with a hint of danger.

The Archaeologist

When you discover a long-lost artifact and either return it to it’s rightful place or donate it to a museum, you may choose this move when you level up:

Professor

When you closely examine an artifact, ask the GM two questions from the following list:

– Who created this object?

– What is the purpose of this object?

– Who would find this object valuable?

– How is this object dangerous to me?

– How is this object activated?

If you have the move Professor, these count as a class moves for you, you may take them when you level up:

Tenured Professor

Gain the “Grand Histories of the World” field of knowledge, as per the Bardic Lore move. Additionally, when you try to decipher a language or symbol you don’t fully understand, roll+INT. *On a 10+ you figure it out. *On a 7-9, you get the general idea, but the GM will withhold a detail from you.

Clever Explorer

You gain the Trap Expert move from the thief playbook, and you may use INT instead of DEX for this move. Additionally, when you avoid the effects of a trap, you cannot get a 6-, treat that as a 7-9.

Why’d it Have to be Snakes?

When you Spout Lore about a monster, on a 12+ you may ask the GM any one question about the subject.

Whip Tricks

You can use a whip to strike or grab unattended objects within reach distance of you, and you can use a whip as a grappling hook if you have something suitable to grab onto with it. (Note: I’m not 100% on this move. It’s very iconic, but I wonder if I should add the ability to do these things without Defying Danger. But then it would become to easy to trip and disarm foes in combat.)

Simon Belmont

Requires: Whip Tricks

You may use your whip as a weapon with a range of reach. When you Defy Danger by using a whip, take +1.

Has anyone come up with some new foci for Jacob Randolph ‘s Mage class? I’m especially interested in a Mountain focus

Has anyone come up with some new foci for Jacob Randolph ‘s Mage class? I’m especially interested in a Mountain focus

Has anyone come up with some new foci for Jacob Randolph ‘s Mage class? I’m especially interested in a Mountain focus

Would anyone be interested in collaborating with me on rules for a West Marches-style hexcrawl/exploration game?

Would anyone be interested in collaborating with me on rules for a West Marches-style hexcrawl/exploration game?

Would anyone be interested in collaborating with me on rules for a West Marches-style hexcrawl/exploration game? I’d like to develop rules for:

Hex exploration and road building.

Building a guildhall for the players that can be upgraded to give small bonuses to the whole group.

Creating and advancing fronts with round-robin GMs.

Encouraging GMing in this environment.