My third character pack, Secrets and Sorcery, is now available on DriveThruRPG! Featuring:

My third character pack, Secrets and Sorcery, is now available on DriveThruRPG! Featuring:

My third character pack, Secrets and Sorcery, is now available on DriveThruRPG! Featuring:

The Archaeologist

The Enchanter

The Spy

The Dragon Knight

The Guardian

The Reaper

and The Baron

…plus Stress mechanics for adding horror and madness to your Dungeon World

All the cool kids are buying it!

http://www.drivethrurpg.com/product/178799/Dungeon-World-Secrets-and-Sorcery-Pack?src=slider_view

For those who are familiar with Burning Wheel’s “Duel of Wits”, what would this be like in DW?

For those who are familiar with Burning Wheel’s “Duel of Wits”, what would this be like in DW?

For those who are familiar with Burning Wheel’s “Duel of Wits”, what would this be like in DW? Are there any PbtA rules for social combat?

This is still a very rough draft, mostly just a proof of concept.

This is still a very rough draft, mostly just a proof of concept.

This is still a very rough draft, mostly just a proof of concept. If Dungeon World is to have a Hardholder, they need to both be motivated to leave their stronghold and be useful outside of it. I used the Chancellor move to encourage travel, since it can only trigger when you leave for a while and come back. 

I’m still short an advanced move, and I’m not satisfied with the Champion speciality. The stronghold sheet still needs a lot of work, especially in terms of color and description to add to it. Another problem or two would be nice. Anyone got some ideas?

https://drive.google.com/file/d/0BwbHes6iNuGrU0ZzaGpVdk9Gdkk/view?usp=sharing

Does anyone have any experience with Hardholder-like playbooks?

Does anyone have any experience with Hardholder-like playbooks?

Does anyone have any experience with Hardholder-like playbooks? Specifically, playbooks that deal with the steading rules and give a home base like the Landed Gentry CC? How do they work in play?

Death gets such a bad reputation.

Death gets such a bad reputation.

Death gets such a bad reputation. Everyone struggles in vain to hold off Death for just a few more precious moments. They don’t understand Death like you do. Death is not a force to be feared, but to be celebrated and understood. When you face Death with your soul at ease, his secrets will open to you.

Like Death, the Reaper performs a valuable service, helping the dearly departed rest in peace while cleaning away any lingering spirits or undead that try to mar his order. This one was a lot of fun to create, as a somewhat inverted take on the Cleric’s gimmick of being a healer. Please offer comments and suggestions as always.

https://drive.google.com/file/d/0BwbHes6iNuGrNDdDSWtId2drVDg/view?usp=sharing

This idea came from Jeremy Strandberg’s Would-Be Hero, and I tried expanding it into a more defensive/avenging riff…

This idea came from Jeremy Strandberg’s Would-Be Hero, and I tried expanding it into a more defensive/avenging riff…

This idea came from Jeremy Strandberg’s Would-Be Hero, and I tried expanding it into a more defensive/avenging riff on the Paladin. I’m not crazy about the result; there’s too many mechanical moves and too few fictional moves. I’d like to swap some of the former for the latter, if anyone wants to offer suggestions.

https://drive.google.com/file/d/0BwbHes6iNuGrc2hhN2tiUWRDYWM/view?usp=sharing

This is an idea I had for a GM organization tool, an index card to hold information on dangers.

This is an idea I had for a GM organization tool, an index card to hold information on dangers.

This is an idea I had for a GM organization tool, an index card to hold information on dangers. The front side gives a short summary of the danger, along with a countdown clock from AW to give a graphical representation of how strong the danger has grown. The back has the GMs notes, including grim portents, stakes, and moves for the danger.

https://drive.google.com/file/d/0BwbHes6iNuGrSk91MFgzWDBXa2M/view?usp=sharing

As requested, here’s the first draft of Stress rules and Quirks, which I have tentatively dubbed “Darkest Dungeon…

As requested, here’s the first draft of Stress rules and Quirks, which I have tentatively dubbed “Darkest Dungeon…

As requested, here’s the first draft of Stress rules and Quirks, which I have tentatively dubbed “Darkest Dungeon World”. Please give me comments, and if you have material to add, I’d be happy to put it in.

I’m in the process of revisiting my Stress rules to create a more grim or dark fantasy feel.

I’m in the process of revisiting my Stress rules to create a more grim or dark fantasy feel.

I’m in the process of revisiting my Stress rules to create a more grim or dark fantasy feel. One thing I had in mind to represent a growing mental imbalance was to forcibly change the character’s alignment move. The new move should be something that causes mischief or inter-party conflict without being overly disruptive. Here’s a few I had in mind to start with, please help me think of move!

Tippler

Get drunk at an inconvenient time, or cause trouble from your drinking.

Gambler

Take a serious risk to acquire something valuable.

Compulsive

Investigate something interesting while ignoring the obvious risks.

Paranoid

Refuse help from, or refuse to help an ally when you could have.

The Thief has always been one of my favorite classes, but DW’s Thief playbook didn’t really do it for me.

The Thief has always been one of my favorite classes, but DW’s Thief playbook didn’t really do it for me.

The Thief has always been one of my favorite classes, but DW’s Thief playbook didn’t really do it for me. A lot of the base playbooks suffer from the “+1 forward” syndrome, and there are a lot of combos that can make the PCs invincible or capable of dealing insane damage. So I tried a little “remix” of the Thief playbook, just to test the waters. If this is popular, I may do some others.

https://drive.google.com/file/d/0BwbHes6iNuGrRnhxeHE2bEVJRzg/view?usp=sharing