Runaskald/Runesmith Compendium Class

Runaskald/Runesmith Compendium Class

Runaskald/Runesmith Compendium Class 

This was inspired mostly by the Runesmiths in Kevin Hearnes Iron Druid Chronicles (who are inspired by Norse myths) and Warhammer Runesmiths. Toss in a bit of the BW Runecaster and DSA Runemagic and you get this. 

If a Runesmith knows what you will be up against he will be crazy effective in supporting his allies. A Dragonhunter decked out in a Rune of Fire Protection, with a Dragonbane Spear and a Rune of Caution will have good chances taking down a Dragon. This will of course take up all the Rune-control of the Skald and will cost 999 coins. 

He is a bit like Batman, great when prepared. 

The rune of Infiltration and of Hiding are based on the Invisibilty Cloak and shapechange girlde from the Nibelungenlied and make for great tools on a thief. 

The runes don’t have to be dwarfen in your DW – it’s just what i took for inspiration. 

I am still not sure about the entry requirement…

When you have studied ancient geomantic runes at a Ley Node, offered your blood to the land and are judged worthy

When you have studied ancient geomantic runes at a Ley Node, offered your blood to the land and are judged worthy

When you have studied ancient geomantic runes at a Ley Node, offered your blood to the land and are judged worthy

Compendium Class about using the powers of the land for fun and profit. Inspired by… a lot of stuff actually 

I am mostly interested in feedback for the spells. 

This class has a few more additional moves then normal but there is quite a lot in the concept. A Fortune Teller with this comp class could be really cool i reckon. 

When you have spend a month in the wilderness with your animal companion and without the trapping of civilisation…

When you have spend a month in the wilderness with your animal companion and without the trapping of civilisation…

When you have spend a month in the wilderness with your animal companion and without the trapping of civilisation like clothing and fire

Compendium Class about being a Wild (Mad) Man. Inspired by the 3.5 Fist of the Forest, Shifters and the Survivor expanded Playbook by Jonathan Walton 

I mentioned my unhappiness with the current price model for selling DW content.

I mentioned my unhappiness with the current price model for selling DW content.

I mentioned my unhappiness with the current price model for selling DW content. Sill I did quite a bit of stuff now and want to put it together into a nice format. The thing is, there is an infrastructure for selling this and why shouldn’t I use this.

The original plan was 20/25 classes but this is a bit much in my time right now. Still there are people selling 1 class for 3 dollar(or something) so does 3$ for 13 classes seem fair to you guys? I will probably still leave half of the classes online for people to find.

Kickstarting is seems a bit much, unneeded and intimidating.

I mostly want to make stuff for the community (and get lots of feedback to improve) but giving a fair price for a product like this is not a bad thing is it?

Coming from the Apocalypse Community with its sharing (and now freely giving) away of playbooks this all seems kind of weird to me I confess.

So i reworked the Emotional Catalyst again but i think i need a bit of help.

So i reworked the Emotional Catalyst again but i think i need a bit of help.

So i reworked the Emotional Catalyst again but i think i need a bit of help. 

I can’t figure out what to do with the Kindness aura. 

I wanted to give some bonus/incentive to Parley but i can’t find something. I could rename it to honesty and give everyone in the aura access to Charming and Open (and the Bard +1 question) but that isn’t really cool. 

I looked at a lot of stuff but can’t figure it out. 

Any ideas?

Also i a perfect world the auras would be

Loyalty, Kindness, Laughter, Generosity and Honesty but alas…

So here is a thing i threw together.

So here is a thing i threw together.

So here is a thing i threw together. 

I wanted to get to a “best practises – compendium classes” 

Am i wrong in any of this? Am i missing something? Who do you deal with compendium classes in your game? Present everything available totally open in the beginning? Keep it all close to the vest?

Compendium Classes – How to use

“Compendium Classes

A compendium class is a class only available to higher level characters who meet specific requirements. They’re called compendium classes because they first appeared in the Compendiums for Dungeon World Basic. A compendium class is the way to go for a concept that can be layered onto multiple other classes. “

Dungeon World p. 349

But that doesn’t really tells us how to use them in the game. How to present them to players and what happens if a player doesn’t pick the class. 

For me there are different kind of Compendium Classes. There are Classes like the Warden, the Gambler of Souls or the Ghostwalker that make really specific assumptions about your Dungeon World. When you include the Gambler of Souls then there is a weird Soulgambling Tournament going on somewhere. If you include the Ghostwalker then you should have Ghosts be important in your adventures. So be prepared to make those adjustments to your game. 

Also think about showing these Classes and how one could enter them to your players when they pick classes. Tell them so that they can make stat choices that will later fit and mold their character to be one that would take the class. Listen to your players if they say oohhh and aahh about specific classes – they probably want to play that as fast as they can. Don’t deny that to them – be a fan and offer them opportunities. Maybe they are already part of an Order of Ghosthunters and experienced members are rumored to be able to turn into ghosts themselves. Use hooks like this to anchor the Compendium Class into the fiction. 

Keeping them secret from your players will probably mean that they never stumble upon the Class and nobody wants that.  

But here is the catch, sometimes, keeping a Compendium Class secret and unlocking them through play can be really cool. These are the second kind. 

Look at the Karmic Shaper. There is a sense of achievement in unlocking it for your character and you can only do it by accident (a savvy player can of course maneuver himself into a fitting position but in the fiction you just stumble into it). When a player has met the requirements just tell him that there is a Class he can now use and what it can do. He can think about it when he levels up the next time. 

“Tell them the consequences and ask” – now this is a useful move for such a situation too. Telling a player that there is a price waiting for him if he only does X right now is a cool carrot to dangle in front of them. “The old owner of the seven square holes is dying in your arms. If you can convince him to hand you his bar, there is a compendium class waiting for you”. Or “Of course that artifact is dangerous and devours souls but if you pick it up you will be able to access cool new moves no one else can”. 

So here is what i do at the table. 

#1 Look at all the Compendium Classes available to you and choose which ones are fitting with your beliefs about the game and your sense of cool and wonder.

#2 Present those with more esoteric or involved entrance requirements to your players when you start to play.

#3 Point them at additional ones when they unlock them.

and, most importantly #4 

Look at what your players are doing with their character and if it might be an interesting theme to spin into new moves and offer them compendium classes directly fitting with their characters. Write them up (share them online) and present them to your players the next time you play. Heck, maybe they even allready qualify for some of them because of the actions they take. 

Use Compendium Classes to flesh out the world and the characters so you all can be even greater fans of them. 

Alternative way to do a Comp Class

Alternative way to do a Comp Class

Alternative way to do a Comp Class 

In 3.5 there is a class that slowly turns you into a Drider like Monster. I wanted to combine this idea with the werespiders of oWoD Werewolf somehow. They had the creepy ability to turn into a swarm of spiders and survive that way. That got me thinking. 

Could this class give you a new last breath type move where every time you die on a 7-9 you get a new spider-like feature but also transform physically until you are no longer human/dwarf/elf/whatever. You only get new powers when you die and then they turn you into a monster.

Would that be okay to not charge you for extra moves?

Alternatively on a 10+ on the new last breath move you choose a new power/transformation, on a 7-9 the GM chooses.

Okay design space?