Arcane Archer – Class Warfare Edition

Arcane Archer – Class Warfare Edition

Arcane Archer – Class Warfare Edition

I recreated my Arcane Archer as a Class Warfare specialty. I put it into the Magician since it has the best synergies there. The most obvious things would be to either go 

Arcane Archer + Magician Specialty for extra Spells + Sharpshooter to focus more on the magical and utility side or to go with a Warrior base of 

Sharpshooter with Arcane Archer (you don’t need much else in the beginning although Veteran, Friend of the Wild or Bounty Hunter make sense). Other choices are certainly valid though. Maybe Blue Mage, Arcane Archer and Friend of the Wild for a kind of Arcane Ranger. Martial Hero might also be interesting to look at. 

Right now I have one 6-10 move too many so please tell me wether Soulbow or Covering Fire fit better or if both can stay. I am not completely sure on that point yet. If you have a cool idea for a Halfling racial move I would be happy too. 

Also tell us any cool other combinations you can think of. Maybe with Shadowmancer and Shadow?

Class Warfare by Johnstone Metzger at 

http://rpg.drivethrustuff.com/product/137634/Class-Warfare?term=Class+Warfare

Cool characters you can create with Class Warfare

Cool characters you can create with Class Warfare

Cool characters you can create with Class Warfare

#1 The Dragon Pilgrim/Sarkhan Vol 

You start out as a Disciple with the Pilgrim and Venerator specialties and take Monstrous Heritage (Dragon) from the Adventurer. 

You are a half/quarter/semi/dragontouched/whatever Dragon-Human. The empire of dragons has fallen long ago and you travel to their different strongholds to plunder and explore them. 

Your dragon heritage moves could be 

Breath Fire

Fly with dragon wings

Sniff out Gold 

for example, with your Spells coming from the Battle, Judgement or Revelation domain, depending on how you think the ancient dragon gods are. 

Taking up a Multiclass into Bard for Bardic Lore of Dragons further pushes hard into that theme and will make sure that Dragons are a big part of your campaign. 

#2 NotADemonWarlock Dervish 

You are a Master Fighter, using demon weapons against everyone standing in your way. You take Wielder and Battledancer from the Warrior. Your signature weapon is a pair of knifes, connected by a chain that can burn with the fires of hell. After a command the knifes and chain transform into a spiked chain type weapon THAT IS ALSO ON FIRE. So more fire? Take the Firestarter specialty from the Rogues so you can control your demonfire! 

This would be even cooler with a Halfling but you need to be a Human so you can pick up the precise enchantement so you can focus on DEX and INT. Multiclassing into Duelist is an obvious choice to make you an even more deadly tornado of fiery blade-death. 

#3 The not so legitimate businessman. 

You are a Shopkeeper and *Householder*. Your Household is the local thief guild, the Shop is just a front. To compliment that you may take Fence or Breaker or Swindler or Mastermind, it’s really up to you. Might also depend on the other characters in the group. Perfect for an Urban game. 

#4 Monster Hunter – as in the game 

For this you take Arminger and Sharpshooter. Only taking 2 specialties allows you to start with the ability to turn your prey into gear. I imagine this as someone really well armored and shooting the biggest gun or bow they can find before they just punch their prey to death with a spiked gauntlet. If you can talk your GM into a Gunlance (+1 damage, reach, near, reload) – even better. 

#5 The Oracle 

There are a few nice ways you can go with this archetype. You can start with Oracle. To compliment this you could take a Divine Caster and the Revelation domain. From there take either Sage or Bard to just KNOW things or Soothsayer to have more control over the future.

If you don’t want to be linked to the Divine you start with Soothsayer and take Arcane Ritualist for the Scrying Move and a Arcane Caster for the Divination school. No matter how you go, you can multiclass between these to pick up extra options you want to have. 

Beware your power though – the future might be bleak. 

I am highly inspired by Johnstone Metzger’s Class Warfare so I decided to port some of my old content into that new…

I am highly inspired by Johnstone Metzger’s Class Warfare so I decided to port some of my old content into that new…

I am highly inspired by Johnstone Metzger’s Class Warfare so I decided to port some of my old content into that new format. 

This is my first try. 

The Herald of the Beast Monarch 

a riff on the Druid that I hope fits better into the CW mold. It might still be too broad, what do you think Johnstone? 

I also look forward to any comments/help/critique from you all. 

About “Narrative Control” for Players

About “Narrative Control” for Players

About “Narrative Control” for Players

Christopher Stone-Bush said 

“While I think Dungeon World really shines when the players have a lot of narrative input,” 

and that is true but I sometimes see people applying this incorrectly and thought I’d use that chance to bring it up. 

In short, I am talking about this article by John Harper: 

mightyatom.blogspot.de/2010/10/apocalypse-world-crossing-line.html 

In this he explains what players can and can’t be asked about. In short, you can only ask about things that are known to the character. You can’t ask someone what is in the Dungeon – only what they know and think is in the dungeon. If they have no knowledge about that you can’t ask. You can set them up by saying they have read about it – but normally we would think they don’t. 

So why can you ask a player about the characters hometown but not about what is in the locked chest? 

Because you are not asking the player. You are asking the character. 

“Hey Gunhard, what is the biggest problem in your hometown” 

“Those pesky Ratmen, coming out of the Sewers at night and multiplying by foul magic.” 

that works right. Cleary Gunhard knows about this. So let’s look at the chest, 

“Gunhard, there is a big golden chest behind the altar. What is in it?”

“Ahem… I don’t know?” 

The conversation doesn’t work like that. You as the GM are talking to the characters. You are addressing them, not the players. You could in theory ask Ashanti, the player of Gunhard what she thinks would be a great idea, but the book isn’t really advising you to do that. It is not Ashanti’s job to come up with these things. It’s yours. 

Does the game break if you do it in another way? Not really.

You are loosing some of the immersion, or at least narrative quality of the game though, if characters need to come up with things they don’t know. 

So how do you deal with this at the table? 

So I will be playing some Dungeon World in this. Anyone of you want to join?

So I will be playing some Dungeon World in this. Anyone of you want to join?

So I will be playing some Dungeon World in this. Anyone of you want to join? 

Originally shared by Indie+

Step into our virtual gaming bar! Anyone with a microphone can come and play with us over Hangouts. These are teaching games, we’ll provide characters or make characters together, and explain the rules. This will be an On-Air Hangout, so it’ll be broadcast live and recorded for later gamer viewing. Don’t let that stop you!

Aaron Feild offers Dungeon World by Adam Koebel and Sage LaTorra, using the Apocalypse World engine. A fresh take on dungeons, and dragons, with quick mechanics that offer hard choices. Your party will struggle together accomplishing amazing things, exploring a player-created world, slaying foes, and recovering ancient treasures. This time we’ll explore a spooky scenario featuring a headless ghost and a small town with big problems!

Other games happening today:

Don’t Rest Your Head (1pm EST) https://plus.google.com/b/104356358088070229382/events/cef17ribo6gdhhjkairliaofn8o

Dungeon World (8pm EST) https://plus.google.com/b/104356358088070229382/events/ch8mngbthim8c4hbfs1c4vdh1ns

Dogs in the Vineyard (8pm EST) https://plus.google.com/b/104356358088070229382/events/ccchnoq71dnbr9sg9f0dnl5p1n0

events/cc0nsblp7qukrmp2rkp82d2d0ag

I will play the IW captain and multiclass into Animal Companion so that I have 3 characters. Sounds reasonable right?

I will play the IW captain and multiclass into Animal Companion so that I have 3 characters. Sounds reasonable right?

I will play the IW captain and multiclass into Animal Companion so that I have 3 characters. Sounds reasonable right?

Crossposted from Story-Games – Moves Complexity

Crossposted from Story-Games – Moves Complexity

Crossposted from Story-Games – Moves Complexity

This is my theory about different kinds of complexity a move/class/playbook/game can have. What do you people think about it? 

“For World games I distinguish between different complexities.

Understanding complexity

How difficult is a move to read and understand. If it has a lot of moving parts it is harder to wrap your head around, especially when it refers to other moves, mechanics, items etc. that people are not familiar with usually. Also moves that make you choose a few things from a list can be harder to understand since you need to compare different combinations of things you can and can’t get to fully get what the move is doing. 

Handling complexity

How complex is the actual process of using the move at the table? A bad example for this might be Druid Shapeshift when it is a new form and now the GM has to come up with moves to give you. Another can be ritual or preparation of your spells. 

In short, the longer you need to spend on talking through the mechanical interactions of a move the longer 

Strategic complexity

How complex is it for you to actually trigger the move? When the move trigger is obscure or vague you might not find (or miss) opportunities for you to use that move. This is related to Understanding complexity but you still could have moves that you constantly forget to apply because their triggers are weird.

Ritual can also be a great example for this because ritual allows you to do EVERYTHING. EVERYTHING is hard to wrap your head around. 

Fictional complexity

This is also a bit arcane. 

How much does having this move change the things happening to you? When you take a move that gives you 2 loyal followers suddenly 2 new characters are added to the game and everyone needs to keep them in mind. If you get a minor godly power people might come and worship you. In a way the story gets more complex because you now have these capabilities. 

It is also strongly related to fictional effectiveness and potentially mindshare effectiveness.” 

Class explanations?

Class explanations?

Class explanations?

What do you think about Classes that come with extra explanation of how they are supposed to be played or how certain moves work/are meant? 

On the one hand it is great to get a glimpse the design thoughts that went into the class and they might help you to see things you didn’t see before or to understand certain moves better. 

On the other hand… It may lead to lazy design I think. If you need 2 extra paragraphs to explain how a certain move is supposed to work then you haven’t written your move correctly. If one feels that people might missunderstand a move then one should change the move language, yes? I know the feeling of just not getting the wording right and wanting to explain it in non-move language but that is a crutch I think. 

So where does this come from? Apocalypse World has a detailed explanation of every playbook move and what it can and can’t do in the core book. I think there it is okay. It was the first game to use this kind of language and mechanic so a detailed explanation is highly helpful. However; it is only in the book and not on the playbook. Basically all moves are perfectly understandable on their own. Also the expanded playbooks that came later didn’t had these (I guess because Vincent thought people had read the core book and know how moves work). 

It is comparable to how DW goes into detail about how the basic moves work. And that is okay too because you need to explain the main mechanics of the game to the reader. They can extrapolate to the class moves from there. 

Monsterhearts talks about ways to play a certain skin and what you can do with specific moves. That is a choice that was made in that game and is on every skin. Basically it is okay there because it is everywhere, you know? The way you write moves in Monsterhearts is simply different. You write Move + Explanation. That is how it is done. 

So why do people write these in Dungeon World? 

Do you like getting extra knowledge and explanation classes and moves? Do you have any great examples were it really made it click in your mind? 

[Disclaimer: “Explanations might lead to lazy move design” is only my opinion and not a stated fact. I happily change my mind about that too. Please don’t take it as a personal attack on your design if you use explanations. I just want to talk about it.]

Do you see any downside to changing Signature Weapon to say something along the lines of this:

Do you see any downside to changing Signature Weapon to say something along the lines of this:

Do you see any downside to changing Signature Weapon to say something along the lines of this:

Choose whatever weapon and effects you want and give it a cool name. 

?