This thread got me thinking about the wizard and spells.

This thread got me thinking about the wizard and spells.

This thread got me thinking about the wizard and spells.

https://plus.google.com/108081872647188369149/posts/Jjq6P99AcsU

I know the general consensus is to ditch the wizard playbook, but I dig vancian magic and spells. It is easier for me and my players. Plus it feels like the old days.

The approach to using ritual is well explored in that thread. A different approach would be to create new move that could be taken when you level up to research magic spells. Googling revealed their is not a lot of work in this area.

What would such a move look like? I have this one for starters, not play tested though no one in my group is playing a wizard right now.

When you have enough time and access to a library you can craft a new spell. Describe he spell effect and what you want to have happen. The GM will:

Tell you what the actual spell can do

Tell you what level it is

Offer you a different version at a lower level or cantrip level

Roll+library

On a 10+ you are successful, cross off one use of your library and add the spell to your spell book

On a 7-9 you are successful cross off one use of your library and choose one:

– the process warps your mind, take -1 to INT rolls until you roll doubles while using magic in the future

– you attract unwanted attention on the planes of magic

– the process was more difficult than you expected, cross off 3 uses of library instead of 1. If you don’t have 3 uses then pick something else

– you are marked in someway, the magic is slowly changing you. You radiate magic continuously. If you take this consequence more than once the effect becomes more pronounced. Eventually you will be a being of whatever spells are made off. You can be dispelled.

– the spell will work but has some additional unattended consequence, the GM will tell you

– the research mostly worked, you are missing one ingredient, the GM will name it and tell you how to get it. It is up to you to determine if you want to. It may not be easy to get, but won’t be impossible.

On a 6- it is not successful cross off one use of your library and the GM will pick one

– an unspoken move appropriate to the game

– you cannot research a spell again until you find ________ to unlock the secrets of the Word.

– somehow you tapped into an interference with your link to understanding magic, something unexpected will happen when you use magic until you are able to do ______.

– your research tapped into a feedback loop on the planes of magic, you blaze with magic out on to the place were spells come from like an irrating feedback, surely some beast or planar being is disturbed by this and will seek you out to end it.

– the spell is not contained into spell book form, it comes alive in your library with a motive to destroy spells and libraries. It is only affected by magic or a quest to remove it.

Magical research library – bulky

Basic – 300 coin, + 0 library, 3 uses

Advanced – 600 coin + 1 library, 4 uses

World Class – 2000 coin + 2 library, 6uses

Incredibly Awesome – must find it in the ancient ruins of _______ + 3 library, 6 uses

What would you do instead of this?

I need some help with a custom move for my upcoming family game in the Mystery Islands.

I need some help with a custom move for my upcoming family game in the Mystery Islands.

I need some help with a custom move for my upcoming family game in the Mystery Islands.

The Opalescent City of Brass and Glass can only be reached by going over a bridge that crosses the River of the Water Fall and Water Riser. This bridge is actually a multi-dimensional portal that leads to the city.

There are guardians that protect the bridge, and the bridge may be the only way into the city. I haven’t described or named the guardians yet, I want to wait until the first part of the game plays out. But I will definitely introduce the city and bridge at some point.

Here is what I have for a move. Please critique it, help me make it better. Thanks in advance.

When you offer something of value, plead your case or try to fast talk your way across the bridge to the Guardians Roll+CHA. On a 10+ you gain passage across the bridge plus pick 2, On a 7-9 you gain passage across the bridge plus pick 1, On a 6- the Guardians are not interested or find your story unworthy, they instead compel you do something difficult that they need to gain passage. Take -1 Forward on any rolls that are not related to completing their request.

* The guardians give you a warning about what to watch out for in the City, something relevant and useful about the Opalescent City of Brass and Glass similar to a spout lore.

* The guardians tell you several parables about the city. This takes a while, spend a ration to keep them talking. Gain 2 Hold. Next time you have have to Discern Realities in the City you spend one hold to turn a failure into 7-9 result. Tell the GM what was in the parable after they answer your Question.

* Your weapons are not sealed with Murray’s Reoccurring Tesser Knot while in the city. All of your weapons are secured with a shimmering knotted cord holding it place, where you have it hidden or not. You can make out the words, “do not touch unless an emergency” in your native tongue hanging from a small paper tag that seems invunerable. Any time you try to undo the knot you find it to be an elaborate multi-dimensional affair, you just can’t get the knot undone on the other dimensions. If you take damage from a foe that attacks first, the knot unties itself, and your weapon can be freed. Once you put it away the knot reties itself.

* You are not marked with a glowing every changing chromatic Mark on your forehead indicating that you are a stranger to the City. The mark is size on a large coin, and bright enough as the light from a candle. Anyone in the city will know you are stranger. If you cover the mark or change shape, the mark is still there on the outside of whatever you tried to cover it with. It doesn’t sit in this dimension but shines on to it.

This is actually one of the monsters that I plan to use for the family Game with the girl, boy, and wife.

This is actually one of the monsters that I plan to use for the family Game with the girl, boy, and wife.

This is actually one of the monsters that I plan to use for the family Game with the girl, boy, and wife.

The wife is making a halfling druid inspired by the art of the pacific northwest first nations. Her domanion is the mystery islands a group of islands off the coast. She wanted to be able to turn into a spirit bear (white bear) and be an orca.

We talk a lot about invasive species, and looking at how those squirrels can get into any kind of bird feeder we have a Dungeon World Dire Squirrel was born. Something maybe a bit different than a dire wolf. Gives us some tension when playing a druid, a creature of nature but also one that is invasive and steals stuff. I like that when they are out in the wilderness they may end up losing all those precious rations.

http://codex.dungeon-world.com/monster/5692281503875072

I was working up a new monster on the codex for family play.

I was working up a new monster on the codex for family play.

I was working up a new monster on the codex for family play. I checked some of my old ones. This was one was fun to play in a gonzo game I ran. I love the codex. Such an awesome resource for this game.

http://codex.dungeon-world.com/monster/5679052450955264

Talk to me about how you use monster moves in your game.

Talk to me about how you use monster moves in your game.

Talk to me about how you use monster moves in your game.

Any defy dangers to avoid them?

When to choose them?

Do any just “deal damage”?

How do you determine the effects of them?

I think monster moves are one of the best parts of the game. Easy to whip up and not a complicated rules. However, for the same reasons I can imagine they also have a wide variety of how the actual play of them is implemented. I think it would be interesting to hear that?

For those working on their own hacks of the game? What have you done, if any, to change the RAW? Why or why not have you changed them?

Have you had players in your game get upset when you used them as not fair because they don’t require a dice roll? What did you do to resolve?

Peace,

So someone I play with wants to play a Druid.

So someone I play with wants to play a Druid.

So someone I play with wants to play a Druid. I haven’t had one of those before. The moves are really open ended. Can someone point me to some resources for the following two moves:

Shapeshifter

Studied Essence

For studies essence I don’t understand if they have to meet an animal spirit in the game (in which case I better have some of those) or just meet the animal? Or if they just say “hey man I want to study the grizzly bear spirit” there are no bears around but this is the woods, so that’s cool right?

How do you adjutacate this move. Plus some examples or resources in shapeshifter would be handy.

Peace,

so does anyone do anything special when the players roll doubles.

so does anyone do anything special when the players roll doubles.

so does anyone do anything special when the players roll doubles. I feel like there is an opportunity there to do something, just not sure what it would be? I like the lightness of DW, so I don’t want it to be overly complicated, but when I see double’s it just says now that’s 10 the hard way or even 8 the hard way. Snake eyes and box cars should be something, with the rarity, and those are the easy ones (super shucks moment maybe double XP, and super awesome). Its the double 2, 3,4,5 that trouble and beguile me.

Peace,

I have been working up new GM references for DW [very old school Courier with almost no formatting – just plain text…

I have been working up new GM references for DW [very old school Courier with almost no formatting – just plain text…

I have been working up new GM references for DW [very old school Courier with almost no formatting – just plain text files to give it that pre-desktop publishing look] for anyone interesting.

Any way I digress.

When looking up when to make a move, page 164, about golden opportunities. What is a golden opportunity in your games? Give examples of where you have a move based on a Golden Opportunity, and what kind of moves do you use.

I am particularly interested in when you consider a “golden opportunity” that isn’t a result of them making a poor choice after making a soft move.

Thanks

Any players of Fate or Dungeon World or other indie games in Woodlands Texas area.

Any players of Fate or Dungeon World or other indie games in Woodlands Texas area.

Any players of Fate or Dungeon World or other indie games in Woodlands Texas area. Just moved in July. I can host games. Looking for 3-4 players in similar demographic -adults basically not kids or teens. Thanks