Found a great post by Johnstone Metzger again about why “auto parley” is not a good idea for a move:
http://www.story-games.com/forums/discussion/comment/414794#Comment_414794
Found a great post by Johnstone Metzger again about why “auto parley” is not a good idea for a move:
Found a great post by Johnstone Metzger again about why “auto parley” is not a good idea for a move:
http://www.story-games.com/forums/discussion/comment/414794#Comment_414794
#hangoutsonairAdrian Thoen, Sean Dunstan, and Tim Franzke
Originally shared by Kasper Brohus Allerslev
#hangoutsonairAdrian Thoen, Sean Dunstan, and Tim Franzke
Grim World Kickstarter Update
Grim World Kickstarter Update
$16,000 – Compendium Class: Hunter
The Hunt is one of the few organizations left in Grim World that fight back against the darkness. Someone suggested we expand it into a full compendium class and we loved the idea (thanks Brandon!) . The Hunter will start as an initiate of the Hunt, but over time they’ll gain access to powerful abilities and resources. Interested? Sign up in a Lodge, if you can find one! They won’t question your methods, just don’t forget the Hunt’s one and only law: Do less harm than good, or you will be hunted.
Those looking for more compendium classes need only look in the Community Contributions section of the book. We’ve already gotten a ton of great submissions that should round out your characters and make them nice and creepy.
$18,000 – Dungeon World + Fate Experimental Hack
First mentioned mostly in jest, we weren’t expecting so many to ask for a hack of the two systems. But here it is! This is a relatively simple but experimental hack combining Fate elements (like Aspects) and Dungeon World. It is likely unstable and has a 34% chance to blow up in your face, but it will still be fun and crazy!
$20,000 – New Class: “The Skirmisher”
A brand new class playbook for both Dungeon World and Fate. It’s only half baked at this point, but here’s what we’re thinking! Picture a cross between Brad Pitt (Achilles) in Troy, Legolas, and Grey Worm from Game of Thrones. These are warriors that live at medium range. Specializing in weapons like the shield, spear, and warbow, they are a mix of strength and dexterity, dancing in and out of melee range. More details to come!
But that’s not all, let’s make 20k a BIG goal…
$20,000 – Grim World gets a Creative Commons License
That’s right, if and when we hit this goal, all of the text in Grim World will be licensed under Creative Commons Attribution 3.0 License (CC BY 3.0). AKA the same license Dungeon World and Fate use! We hope this is a good way of giving back to the community. The license would go into affect early next year (2014). Note: Licensing for Community Contributions will be decided by the submitter.
Phew! How’s that sound? We’ve only got 9 days left, so we’ll have to push hard to get these goals unlocked. Keep spreading the word!
Also, a mini announcement. We reevaluated the $75 tier and realized it really should have been closer to $65. But Deanna really wants to do some dang art prints! So we added a $60 Art Print tier that gets you your choice of the class art as a 8″x10″ art print! We’ll even make the artist signature and sharpie mustaches optional. Plus you get everything in the DIGITAL DELUXE and PHYSICAL tiers.
Later in the week, we’ll be showing you more of what’s in the book! Thanks everybody!
-Trenton and Deanna
New Ranger Move Idea
New Ranger Move Idea
Favourite Enemy (this is maybe better then familiar prey?)
Choose 1 type of creature. They are now considered your Favourite Enemy.
When you take a moment to study your favourite enemy in the flesh, ask the GM one of these questions, they will answer them truthfully
– Where is this things weak spot?
– How will this thing go about hunting me?
– For what special trick should i be on the lookout for?
And then you can have other moves that interact with the favourite enemy tag. Like CCs about hunting special kinds of prey that give you extra moves to deal with them.
For a Dragon Hunter could automatically know when a Dragon will use it’s mighty breath weapon and has a chance to react to that.
What do you think?
Have you heard the good news?
Have you heard the good news?
(Paladin Week, as alway is at the end of the month!)
So how many of you have tested the Captain yet? How much emphasise did you put on the crew and their well-beeing?
So how many of you have tested the Captain yet? How much emphasise did you put on the crew and their well-beeing?
It might just be my Apocalypse World Brain speaking but i would give names to all of them and make them have demands left and right. A Captain needs to show his authority i guess.
Just treating them as mindless massess is so much of a missed opportunity.
#WizardWeek
#WizardWeek
Parting thoughts, Antimage, a Spell and some ideas about Sorcerers
First up, i know Wizard Week isn’t over but i won’t be able to post that much tomorrow and the coming week. Therefore i want to thank everyone again that participated in WizardWeek! Thanks to Sage LaTorra and Adam Koebel for making this kickass game and encouraging me to continue doing these class week events. Thanks to David Reichgeld for the banner. Thanks to everyone that discussed and shared new and old content.
Wizard Week was the best class week until now and showed me how to best tackle these events in the future. If you have any comments, suggestions or critique please send them to me.
Now i just want to share some things i created for Wizard Week but couldn’t post until now (don’t want to spam you all to badly)
#1 The Antimage Compendium Class
https://docs.google.com/document/d/1ki2E0TZfeVR3kBgeFqOmWZHca6EX6yPzznwpwaorY9Q/edit?usp=sharing
#2 A collection of all the new Wizard Moves i made
https://docs.google.com/document/d/1LI5o2_lk1YN3MNTqFDO8noxkFN0SpmPwjntOmNevcGU/edit?usp=sharing
#3 Stones of Power
“Stones of power are part of an older school of magic. When Lizardmen still ruled the world they used gems and crystals to focus and create their spells. Today these artifacts are highly thought after and no one really understands how to create them anymore. Stones of power or Spellgems each hold a single spell and can be manipulated for a multitude of effects.
A Spellcaster can unleash the spell stored in the stone, however a failure in the casting might burn out the spell matrix, hidden in the cut.
(when choosing to forget the spell on a 7-9 Spellcasting the spell in the Stone is lost. The same thing might happen on a 6-)
The spellgem can be destroyed and pulverized. When giving this dust into a fire and inhaling the clever spellcaster will fall into a trancce and awake with the storred spell, scribed in his spellbook.
A mastersmith and gemscholar can work together to work a Stone of Power into a weapon to enhance it with effects related to the once stored spell. The results are unpredictable though and many Wizards and Crytalmancers see this as a destruction of a work of art and magical genius”
#4 Push Spell (Level 1)
After intoning this spell a caster can just flick her hand and send someone standing close to her falling prone. Maximised and given extra power this spell might even send the victim flying through a room to hit the next wall with an unapealing noise.
(this is basically +forceful the spell.)
#5 The Sorcerer
I talked about this before with Giovanni Lanza and then Alessandro Gianni asked about this too so i put a bit of thought into it. I wanted to make a Sorcerer that acted mostly as a hack of the wizard. Using the same spell list but beeing more flexible and chaotic.
I didn’t get far. There was jsut to much to do and as many of you might know, doing a full class is A! LOT! of work. 20+ moves don’t write themselves. However, i had the basic moves and their idea down.
A Sorcerer has the same basic stats as a Wizard and uses the same spell list. However, they don’t learn spells and put them in their spellbook but have an intuive spell understanding. They start with more spells then Wizards:
“Spell-understanding
You have discovered and mastered several spells and can call on their effects You start out with five first level spells known to you. Whenever you gain a level, you add a new spell of your level or lower to your spell-understanding.”
They don’t prepare spells but Stabilise Spells:
“When you spend uninterrupted time (an hour or so) attuning your mind to certain spells to lessen their chaotic effects, you:
– Lose any spells you already have stabilised
– Stabilise new spells of your choice from your spell-understanding whose total levels don’t exceed your own level.
– Stabilize your cantrips which never count against your limit.”
They cast spells that are stable with CHA, just like a Wizard would do with INT.
“Cast a Spell (Cha)
When you release a spell you’ve stabilised, roll+Cha. ✴On a 10+, the spell is successfully cast and you do not destabilise the spell—you may cast it again later. ✴On a 7-9, the spell is cast, but choose one:
You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the next time you Prepare Spells.
After it is cast, the spell is destabilised. You cannot cast the spell again using this move until you stabilise spells.
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.”
They don’t get ritual! However they can try to cast spells that are not stabilized. This is more chaotic and destroys the stable spells in their mind.
“Improvised Spell
When you cast a spell that is part of your spell understanding but not stabilised, roll+CHA.
On a hit you lose 1 spell you have stabilised but the improvised spell is cast. When you choose to destabilise a cantrip, destabilise 2 of them.
On a 10+ choose 1; On a 7-9 choose 2:
– The spell has unforeseen side-effects
– You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
– Destabilise another spell (or 2 cantrips)”
And then they don’t get spell defense. Instead they gain an effect related to the orrigin of their magical abilities. When they don’t have any more stable spells this effect kicks in and stays active. This is actually a DnD Next concept but that didn’t hit me until after i wrote this.
The 2 sources i had were Dragon and Fey. Dragon allows you to ignore half the damage of one elemental force chosen at char gen. Fey allows them to dispel illusions with a touch.
Any feedback on this general idea is welcome. It’s really just a brainstorm and i don’t know if i will continue this.
That is all my friends and fellow DW people. I hope you enjoyed Wizard Week and i will see you again at Paladin Week next month.
I just realised that Wizards can “easily” predict and manipulate the weather with ritual.
I just realised that Wizards can “easily” predict and manipulate the weather with ritual. Therefore they will be able to qualify for this:
https://docs.google.com/document/d/1HtCszUds389UeLz9UMAcXefFwC3KoS-QRfKclswvtJ8/edit?usp=sharing
Weather Ward Compendium Class!
#WizardWeek
Related to what Ben Wray posted:
Related to what Ben Wray posted:
Dangerous Spells
New tag explained:
Dangerous: Any spell with the Dangerous descriptor will have an effect on you, just for having it prepared. Something in it’s magic is rotten and wrong and you will have to fight it to stay yourself. Beware.
New Spell:
Amoraths Dominate (Level 3) (dangerous, enchantement, ongoing)
As the regular Dominate spell but it can be cast by just looking at them, no touch required.
However, should you drop to 0 hitpoints while having this spell prepared, the demon Lord Amorath will make you an offer. Accept his pact and you will be whole again. Disagree and he will just possess your body just like this.
Immolate! (Level 5) (evocation, dangerous)
With a flick of your hand you summon a gigantic pillar of flame that deals 5d8 damage to everything in it’s way.
While you have this spell prepared you will feel an incredible urge to burn to ashes everything that is whole and beautiful. You might need to Defy Danger to resist these urges.
What do you think of the concept? They are something you can give out to Wizard Players as treasure. They should not go into their regular spelllist.
#WizardWeek
New Wizard Level 6-10 Move
New Wizard Level 6-10 Move
ARCANE SPLICE
When you cast a spell,and splice another spell you have prepared onto it, granting your initial spell some of its properties roll Cast a Spell as normal.
On a hit you can add one effect of the spliced spell to the initial spell.
On a 10+ choose 1 from the 7-9 list.
On a 7-9 you forget the spliced spell and then choose 1 from the list.
#WizardWeek