What do you think of this move?

What do you think of this move?

What do you think of this move? I adapted it from Last Days of Angelkite. I’m not crazy about using preparation as the spendable currency for this move, but I’m not sure what else I can use.

You have access to the guild’s collection of supplies and artifacts. Too bad there’s no index or catalog, so good luck finding what you need. When you rifle through the guild’s collection for something special, spend at least 1 preparation and roll+preparation spent. *On a 10, you find what you’re looking for and may borrow it for one adventure; answer the following three questions about it:

• What type of object is it? (a weapon, a potion, a wand, a machine…)

• What does it do, specifically, that’s special or unusual? (detects magic, reads runes, starts fires…)

• What cost is there to using it, or how is it flawed or limited?

*On a 7-9, you find something close; you answer two questions, and the GM answers the third. *On a 6-, either you get nothing and the preparation is lost, or answer one question, and the GM answers the other two, along with adding an additional flaw, cost, or limitation to what you find.

This is the seed of an idea I have for a GM-less Dungeon World, just a way to create complications by using 2d20…

This is the seed of an idea I have for a GM-less Dungeon World, just a way to create complications by using 2d20…

This is the seed of an idea I have for a GM-less Dungeon World, just a way to create complications by using 2d20 instead of a GM’s arbitration.

When you roll for a move, on a 10+, you do it, no problem. On a 7-9, you still succeed, but roll twice on the following table and choose one or the other to apply to your move. On a 6-, your action fails, and roll twice on the following table and choose one or the other to apply to your move. Alternatively, you may choose to have your action succeed, but roll twice on the following table and apply both.

1: Failure – You don’t achieve what you intended.

2: Forfeit – Something slips by your attention, or you lose track of something you should have been paying attention to.

3: Delay – It takes up a lot more time to accomplish your goal than you intended.

4-5: Expense – You use up a notable amount of your resources.

6: Breakage – Some item that you value is broken in the midst of your action.

7: Peril – You create a new dangerous situation for yourself, or put yourself or an ally into the path of an existing one.

8: Inaccuracy – You damage something you didn’t intend to.

9: Snared – You are tangled up in something, and you need help to get free.

10: Enmity – You antagonize someone or something present, creating new hazards or hostiles.

11-12: Relocation – You end up somewhere you didn’t intend to be, which may cause new problems.

13-15: Injury – You are damaged in body, spirit, or reputation.

16-17: Affliction – You are afflicted by some force that will continue to harm or burden you until treated. Maybe poison, maybe an enchantment.

18: Burden – You must shoulder some additional burden or obligation now.

19: Weariness – You are left exhausted, either physically or psychologically. You may be hungry, afraid, or weakened.

20: Disaster – You don’t achieve what you intended, and roll again.

The Stone Table

The Stone Table

The Stone Table

There once was a valley of uncommon plenty. Harvests were always strong, winters were gentle, and even the plague seemed to pass it by. Travelers visited the valley often, though some did not return. Perhaps they had decided to settle there. When the travelers realized why the valley had such good fortune over the years, they stopped coming. The valley’s luck began to turn soon after.

A slab of grey granite that has been fashioned into a crude altar. While it was once elaborately carved, the details have eroded over the centuries. Rust-colored stains cover the top of the bare stone, along with the occasional pool of melted wax, made flaky with age.

When you place a sacrifice upon the stone table and beseech Astaroth for a favor, answer the following questions about your sacrifice:

– Is it, or was it, alive?

– Is it considered valuable or irreplaceable to you and your peers?

– Is it something that would satisfy Astaroth’s desires?

– Was it painstakingly prepared for this purpose by you, in accordance with the ancient traditions?

Then roll+the number of “yes” answers. *On a hit, Astaroth will grant your favor. *On a 7-9, it is twisted in some way to better serve Astaroth’s wishes, or perhaps to give him a laugh. He hasn’t had many over the last few centuries. *On a miss, muahahaha.

I saw the issue of the Druid using Shapeshift to overcome every problem come up again.

I saw the issue of the Druid using Shapeshift to overcome every problem come up again.

I saw the issue of the Druid using Shapeshift to overcome every problem come up again. This is a revision to the class that I had come up with. It limits the Druid to just one animal that they can shapeshift into. To compensate, they get Elemental Mastery as a new starting move. While EM is also a highly versatile move, it has some more stringent downsides to it, especially on a 7-9.

What do you think, sirs?

https://drive.google.com/file/d/0BwbHes6iNuGrYWMwLWgxeVpxeHM/view?usp=sharing

Spinning off from Robert Rendell’s thread, here’s the shared world/open table setting that I’ve been working on.

Spinning off from Robert Rendell’s thread, here’s the shared world/open table setting that I’ve been working on.

Spinning off from Robert Rendell’s thread, here’s the shared world/open table setting that I’ve been working on. It’s intended to occur in real-time, and permit a rotating GMship. The ideas I have are as of yet untested. Has anyone done anything like this in practice before?

https://drive.google.com/open?id=0BwbHes6iNuGrdThPNXQwTi1HdTg

Here’s all six simplified playbooks that I have been working on.

Here’s all six simplified playbooks that I have been working on.

Here’s all six simplified playbooks that I have been working on. These are intended for one-shot games with relatively new people, so the emphasis is on ease of use and quick set-up time. I might cap it off with GM’s playbook, just something to use as a reference with the GM moves, principles, and agendas.

https://drive.google.com/file/d/0BwbHes6iNuGrYU10Tk42VVZHaGM/view?usp=sharing

Building on an idea that was posted here a few months back (sorry for forgetting the name of the person who came up…

Building on an idea that was posted here a few months back (sorry for forgetting the name of the person who came up…

Building on an idea that was posted here a few months back (sorry for forgetting the name of the person who came up with the idea), I wanted to take a go at creating simplified versions of the base playbooks, suitable for one-shots with people who are new to DW or tabletop in general. I wanted to be able to get playing as quickly as possible, so I streamlined a few of the options to ease up on the number of decisions that need to be made, as well as preventing newbie-traps like playing a fighter with low STR.

I also added a list of basic moves to the back of the sheet, along with a quick explanation of how DW works and the basic dice mechanic. This is the part I’m most critical of, and would most like to have some outside opinions on.

Just a fighter for now, but I intend to build more; all except the druid, paladin, and barbarian, which may introduce too much complexity for newcomers or otherwise not lend themselves to this style.

https://drive.google.com/open?id=0BwbHes6iNuGrNVROZ2xqSnRvMjQ

I can’t stop thinking about Like a Ghost.

I can’t stop thinking about Like a Ghost.

I can’t stop thinking about Like a Ghost. It seems like it would solve the Thief’s problem of a lack of good “stealth” moves. It might even be able to obviate Backstab, if you add another option to it. How can we play with this move?

When you roll for another move that you want to perform in a clandestine manner, you may choose options equal to your DEX or less (but not fewer than none), and then tell the other players:

…how you draw attention elsewhere instead of to you.

…how you stay out of sight.

…that you remain silent.

…why you leave no trace behind.

On a 10+, all that you say is true. On a 7-9, the GM chooses one of your statements to be false, the others are true. On a miss, no guarantees.

GM: “It looks like there used to be a bridge spanning this chasm, but it’s long gone.

GM: “It looks like there used to be a bridge spanning this chasm, but it’s long gone.

GM: “It looks like there used to be a bridge spanning this chasm, but it’s long gone. All that are left are spindly-looking poles where the bridge once stood. They’re wide and sturdy enough that you can hop across, but it’s dangerous. It’s a long fall to the river below.”

Player: “I’m going to cross anyway, I’m nimble enough for it. With a running start I parkour my way across.”

GM: “Defy Danger with DEX, please.”

Player: “Oh no, I rolled a 3! I missed!”

While the obvious response to missing a roll like this is “you don’t make it across”, this isn’t an optimal result, both because the fall would probably kill the PC and the GM doesn’t have anything prepped for what’s below. The GM doesn’t want the player to completely fail, but there still needs to be some hard move. He draws a blank, so instead, he turns it back to the player.

Could the GM ask, “What are you willing to pay to get across?” and have the player suggest how things might get complicated for them?

Does anyone have the one-shot playbooks that were posted here a while ago?

Does anyone have the one-shot playbooks that were posted here a while ago?

Does anyone have the one-shot playbooks that were posted here a while ago? They were simplified, one-page versions of the basic playbooks. I’ve got an idea for something to do with them.