I saw an interesting innovation in Warriors of Dyfed.

I saw an interesting innovation in Warriors of Dyfed.

I saw an interesting innovation in Warriors of Dyfed. It uses one of the d6’s in the move roll to determine damage. It made me think of World of Adventure, since the only dice used are d6’s. Perhaps it might look something like this:

When you attack an enemy in melee, roll+STR. *On a 10+, you deal your damage to the enemy and avoid their attack. The damage you deal is equal to the higher of the two dice rolled, plus your playbook’s damage bonus. At your option, you may choose to do additional damage equal to the lower of the dice rolled; if you do, you also expose yourself to the enemy’s attack. *On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you. The damage you deal is equal to the lower of the two dice rolled, plus your playbook’s damage bonus.

Of course, I haven’t figured out how to incorporate the enemy’s damage yet.

What would a frontier town realistically look like?

What would a frontier town realistically look like?

What would a frontier town realistically look like? What would an adventuring guild be like? What services would a guild license get in exchange for the upfront cost? c.f.: https://www.incunabuli.com/2017/08/adventure-capital.html)

https://www.incunabuli.com/2018/06/a-land-of-plenty_14.html

One of the little quirks I remember from 3e D&D was that barbarians start off as illiterate, unless you spent a…

One of the little quirks I remember from 3e D&D was that barbarians start off as illiterate, unless you spent a…

One of the little quirks I remember from 3e D&D was that barbarians start off as illiterate, unless you spent a couple of skill points to learn how to read and write. What other minor but flavorful quirks could a barbarian have, preferably not dice related? Could other classes have similar quirks?

What are people’s thoughts on advantage die/momentum mechanics from City of Judas/Ironsworn?

What are people’s thoughts on advantage die/momentum mechanics from City of Judas/Ironsworn?

What are people’s thoughts on advantage die/momentum mechanics from City of Judas/Ironsworn? If you’re looking for a way to cut down on +1 forwards, this may be a good option.

Can we do anything more interesting with the Barbarian’s Appetites?

Can we do anything more interesting with the Barbarian’s Appetites?

Can we do anything more interesting with the Barbarian’s Appetites? It’s basically just a + 2 in disguise, and also higher than the original DW, which is only a + 1.

Has anyone ever tried importing the idea of partial successes/success at a cost to other non-PbtA games?

Has anyone ever tried importing the idea of partial successes/success at a cost to other non-PbtA games?

Has anyone ever tried importing the idea of partial successes/success at a cost to other non-PbtA games? For example, the 5e Dungeon Master’s Guide mentions these principles on page 242. What are they like to implement in play?

For people who have played long campaigns in DW, how do you find the coin economy working out for you in the…

For people who have played long campaigns in DW, how do you find the coin economy working out for you in the…

For people who have played long campaigns in DW, how do you find the coin economy working out for you in the long-term? Are the PCs still going after coins, or have they become superfluous?

When you spend a day exploring a region in search of adventure…

When you spend a day exploring a region in search of adventure…

When you spend a day exploring a region in search of adventure…

This is a set-up with a lot of possibilities for groups just looking around for trouble in a new land they haven’t fully explored yet. The goals I have in mind would be:

* Give everyone a chance to contribute

* Generate points of interest on the fly (q.v. Perilous Wilds)

* Make some random encounters/introduce dangers

* Set-up future adventures

So, how would you write such a move?

I’m experimenting with a move for a spellcaster that specializes in divination, but I wanted to do it differently…

I’m experimenting with a move for a spellcaster that specializes in divination, but I wanted to do it differently…

I’m experimenting with a move for a spellcaster that specializes in divination, but I wanted to do it differently than just the standard cast a spell. Here’s the two moves I came up with, but I don’t know if this is a good idea. What do you think?

Read the Fates

When you spend some time consulting the fates, roll 2d6 and place them on this move. When you make another move, you may use one of these dice in place of either of the dice rolled for that move. You cannot use this move again until you have used both of the dice on this move.

When you cast a divination spell, discard a die on Read the Fates, then cast a spell from your list with a level less than the value of the die you discarded. (wherein your spell list has spells of levels 1 through 5)

This is a draft of my current project: a “GM’s playbook”.

This is a draft of my current project: a “GM’s playbook”.

This is a draft of my current project: a “GM’s playbook”. It will be part of my quick-start pack for DW. The objective is to compile useful references on GMing (agenda, principles, moves) along with practical advice for building a first session collaboratively, including populating a dungeon with challenges.

I still have a bit of empty space to fill, and I’m cool on the layout as it stands right now. Any feedback on this would be greatly appreciated. What would you find helpful to have on hand in a first session with new players?

https://drive.google.com/open?id=0BwbHes6iNuGrc2VTQmRhbTdWbG8