This is a variation on Arcane Art, designed for an enchanter.

This is a variation on Arcane Art, designed for an enchanter.

This is a variation on Arcane Art, designed for an enchanter. What would be good, simple effects for an enchanter to be able to cast? (No magic missiles, please) I can take a few stronger ones as advanced moves.

You possess a magical staff which you have painstakingly enchanted yourself, describe it! When you draw upon your staff’s power, choose an effect:

• Option 1

• Option 2

• Option 3

• Option 4

Then roll+INT. *On a hit, your desired effect comes to pass. *On a 7–9, choose one:

• You cannot use that effect again until you repair your staff.

• You draw unwelcome attention or put yourself in a spot. The GM will tell you how.

• You strain yourself, take -1 ongoing to INT until you have a few moments to clear your head.

First draft of a Spy playbook. Still needs a lot of work though. I’m open to suggestions!

First draft of a Spy playbook. Still needs a lot of work though. I’m open to suggestions!

First draft of a Spy playbook. Still needs a lot of work though. I’m open to suggestions!

As I’ve alluded to before, I wanted a different take on the Thief; someone who could fill the traditional thief role but also have some other niche. For the Spy, that niche is information handling and infiltration.

https://drive.google.com/file/d/0BwbHes6iNuGrVUh5ekFfYlM4Tm8/view?usp=sharing

Thanks to everyone who made suggestions in my previous thread.

Thanks to everyone who made suggestions in my previous thread.

Thanks to everyone who made suggestions in my previous thread. I think I’m going to try making a Spy. Here’s the move I’d like to use, what do you think?

Dead Drop

You are part of a network of agents in service to an authority. Tell us who you serve! You communicate with your fellow agents through dead drops; they will give you information in exchange for your service. When you leave information or proof of an accomplished service that is valuable to your employer in a dead drop, hold 3. Spend a hold to ask one of the following:

What’s the greatest danger here?

How could I best blend in around here?

Where is ________ hidden?

Where could I best hide around here?

Is there a trap or ambush here, and if so, where?

What’s my best way in, out, or through this place?

What other thief-niche classes are out there, or need to be created?

What other thief-niche classes are out there, or need to be created?

What other thief-niche classes are out there, or need to be created? I’m looking for playbooks that can fill the role of sneaky trapfinder/lock picker, but are not an obvious variant of the thief.

I want to discuss a little more about Defy Danger and its suitability as a catch-all when no other move applies.

I want to discuss a little more about Defy Danger and its suitability as a catch-all when no other move applies.

I want to discuss a little more about Defy Danger and its suitability as a catch-all when no other move applies. For Defy Danger to trigger, there must be an imminent threat that the character is acting in spite of. To me, this means that the threat must be coming to bear immediately, and will impact the character if they do nothing. Therefore, a threat that is not imminent should not trigger Defy Danger. If a character wants to jump over a cliff, is that an imminent threat? It is only because the character threw themselves into harm’s way. If this is considered to be Defying Danger, then what of the Paladin who wished to pick someone’s pocket despite lacking a move for it in a prior discussion. Why is this /not/ Defy Danger, since they are putting themselves into harm’s way and creating an imminent threat for themselves?

The lack of available and willing GMs is a chronic problem when searching for games to play.

The lack of available and willing GMs is a chronic problem when searching for games to play.

The lack of available and willing GMs is a chronic problem when searching for games to play. For groups who run with a rotating GM, what kinds of incentives can be offered to get someone into the GM seat?

Has anyone ever tried group initiative/turns, either in DW or another game?

Has anyone ever tried group initiative/turns, either in DW or another game?

Has anyone ever tried group initiative/turns, either in DW or another game? 

The classic method of initiative in combat goes like this:

– It’s Player 1’s turn

– Player 1 says what they are going to do.

– Player 1 makes a move if triggered to do so.

– The results of Player 1’s move are declared by the GM.

– It’s Player 2’s turn.

…etc.

Group initiative allows all of the characters to act nearly simultaneously, like so.

– Everyone declares their actions.

– Any moves that are triggered are rolled for.

– The results happen for everyone all at once.

I think that this approach may more realistically simulate a chaotic environment. It prevents “PC octopus” and keeps everyone’s attention when it isn’t their turn.

Does this sound workable?

This is an attempt to combine a broad Defy Danger group roll with the idea Levi Kornelsen presented in his danger…

This is an attempt to combine a broad Defy Danger group roll with the idea Levi Kornelsen presented in his danger…

This is an attempt to combine a broad Defy Danger group roll with the idea Levi Kornelsen presented in his danger cards.

When the dragon Cinderwing attacks Northwatch, the GM will give you a list of people, places, and things that will be destroyed without your intervention. Choose something from the list to save, then say how you do it and roll plus whatever the GM tells you. *On a hit, your choice is safe. *On a 7-9, there will also be some personal cost to you. *On a 12+, choose another item from the list to save, or you may discover something useful about Cinderwing, the GM will tell you what. 

After everyone has made their moves, the dragon is either driven off or flies away laughing with loot in claw, depending on the fiction.

Looking for some feedback on a wilderness hunting move…

Looking for some feedback on a wilderness hunting move…

Looking for some feedback on a wilderness hunting move…

When you must hunt or forage for food and water while Undertaking a Perilous Journey, the quartermaster rolls+WIS and subtract the number of days worth of rations you need to hunt for beyond the first. *On a hit, you find enough food and water to feed everyone in your group. *On a 7-9, choose one. *On a 6- choose one, and the GM chooses one.

– You attract unwelcome attention during your hunting.

– You don’t find enough, someone goes hungry and marks the weak debility.

– Your group travels through the wilds at half speed.

– Expend 1 ammo or use of adventuring gear.

If you have an animal companion with the Hunt training, add its cunning to your roll.

# This works out to the length of your journey in days minus one, so for a four-day journey, the roll gets -3.