OK, still preoccupied with random lists.
Here’s a move that makes use of a random list:
https://drive.google.com/file/d/0B9G77aR8YgmbX3FtVnA3cWNabGs/view?usp=sharing
https://drive.google.com/file/d/0B9G77aR8YgmbX3FtVnA3cWNabGs/view?usp=sharing
OK, still preoccupied with random lists.
OK, still preoccupied with random lists.
Here’s a move that makes use of a random list:
https://drive.google.com/file/d/0B9G77aR8YgmbX3FtVnA3cWNabGs/view?usp=sharing
https://drive.google.com/file/d/0B9G77aR8YgmbX3FtVnA3cWNabGs/view?usp=sharing
Ok I’ve been reading the 5th ed DMG. It is full of random tables. For everything. I’ve never used random tables.
Ok I’ve been reading the 5th ed DMG. It is full of random tables. For everything. I’ve never used random tables.
So. In DW, do you like & use random tables? What random tables do you like & use?
Hi All!
Hi All!
Streetrat Games just published the Shadow Hunter.
“You are very different from other people. You don’t know why fate, the gods, or maybe a malicious spirit cursed you like this. You were born with darkness in your blood, you can mould it to your will. It is your very flesh and bones.
You are the Shadow Hunter.”
This guy hunts in the shadows. He IS the shadows. When he Dances with Shadows he is almost invincible, but when he returns to material substance he is vulnerable.
So stay in the shadows. Don’t be seen. Attack without warning and disappear again. Don’t be caught in the flesh!
The Awesomeness Imperative
The Awesomeness Imperative
Since there have been such interesting posts on RP game design theory I thought I would mention something that has not been talked about a lot, and I think is important. The need for a player to play/identify with an awesome character.
• In a gamist ruleset the player will min-max his character.
• A simulationist wil model his character after a fictional hero of movies or literature.
• In a narativistic game the player will choose fictional aspects for his character that makes him awesome.
So my question is, how much of GNS is due to the players personality or preferences and how much is just the player using the tools that the system provides to achieve awesomeness?
I’m brainstorming a technomancer playbook.
I’m brainstorming a technomancer playbook. He is purely magical but his substrate is technology. Think of him as a tech bender. As an avatar bender bends the elements, the technomancer bends technology. Also one of the Transformer movies. Theres this magical cube macguffin thing. You touch a toaster with it, the toaster reassembles into a sentient robot.
So thats the high concept.
Any cool ideas for moves?
Cube changes Nokia-Transformers: http://youtu.be/cmNf47Ms5tQ
The Bard, Bombardier, Dueling Wizard and the Witcher are at the fountain of healing in The Temple of the Middle of…
The Bard, Bombardier, Dueling Wizard and the Witcher are at the fountain of healing in The Temple of the Middle of the Earth which is located on a sky island. The island rotates, but intermittently so every now and then (when I think it will cause most mayhem) gravity changes direction.
The bombardier sought the fountain out to have his ear fixed that he lost in an explosion.
Sky pirates arrive. They want to fill their barrels with healing water. When the Guardian of the Spring appears he kills the bombardier. (The pirates ran off)
The bombardier sees a black guy in a frilly shirt and shades approaching. Cool blue Jazz music playing. Death tells the bombardier: If you want to live, you have to dedicate your life to Jazz music. The bombardier agrees. Oh and one more thing: If anybody takes water from this spring you will die. Too much healing around is contrary to my interests.
The pirates return with their barrels. The bombardier destroys their ship by blowing it up.
And then the Witcher starts filling bottles from the spring. The bombardier says, no dude. If you do that I’ll die! He shoots the bottle from the Witchers hand with a called shot from his flintlock pistol. The Witcher takes another bottle. You know how much it is worth?
This time the Dueling Wizard (Harry Potter clone) knocks the Witcher over with flippendo.
The Witcher repents. He is in a real moral dillemma. Ok, he says. Is Death omniscient like God? The bard spouts lore: No. Then how will he know?
He stealthily takes a bottle and fills it. Rolls 7-9 on stealth. (Dex) Which is not good enough to fool Death. Duh!
The bombardier drops dead.
The Witcher will get rich beyond his dreams by selling healing water, but he now has guilt.
The player now wants his character to commit suicide…
Ok I believe there is a Witcher playbook floating about somewhere. Does anybody have a link?
Ok I believe there is a Witcher playbook floating about somewhere. Does anybody have a link?
Thnx!
So there was talk of a Wild West AW hack that got me fired up to play Cowboys and Crooks again.
So there was talk of a Wild West AW hack that got me fired up to play Cowboys and Crooks again. I quickly cobbled something together this afternoon after my worst defeat ever in the Game of Thrones boardgame this morning.
These are the highlights:
☆ Classless system. Inspiration for this was from Tim Franzke even though he may not realise it. He wanted smaller playbooks.
☆ Characters based on the Tri Stat system with three modifiers: Body, Mind and Soul.
☆ A skill system based on the three base stats.
☆ All skills are based on the character’s background and occupation, which can be anything.
☆ About 8 basic moves and no class moves. Some basic moves cloned from AW.
☆ Hitpointless harm system adapted from AW.
So we had a 4 hour jam. The characters were the sherriff-blacksmith, the 84 year old retired law man who became a bar tender, identical Native American twin girls who ran away from their tribe and the delinquent girl thief who was arrested by the sherriff who took pity on her and took her under his wing. The BBEG was the corrupt mine owner who stole his workers’ wages by robbing his own coaches. We had bar fights, people drawing guns on each other, gun battles and dynamite explosions. The old timer died in the last big explosion that blew up the mine.
Oh my goodness this was fun!
Ok we played a once off last night.
Ok we played a once off last night. As the party killed the BBEG (a wizard) he muttered with his last breath “I invoke the powers of Sea and Ice” The next moment the forest glade was buried under a tsunami of water and glacial ice. The GM informed us, “You have three seconds to react or die”. Eveybody was reduced to zero Hp. Me (bombardier named Black Bart) and the druid survived last breath. Death gave the ranger the option of becoming a priestess in a necropolis – she refused. So everybody died except the bombardier and druid who collected the bounty for killing the wiz.
It was pretty awesome. Two newbie teenage girls played, and I am pretty sure they’ll be back!
The Bag Lady
The Bag Lady
Immortal. Female
A fat old hag, shuffling along in a crimplene dress with a large woven hemp bag in each hand. Those bags are actually interdimensional portals. And she has them all over town, the world and the multiverse. She can jump in one and instantaneously appear from another. When threatened, she will simply jump in her bag.
How old is she? It is impossible to say. Those who have knowledge of the planes have heard stories of her wandering across the worlds for aeons, never resting, never at home, always passing through. But for now, she calls Snoddsburgh “home” and the beggars her friends.
Her bags are linked to her own life force. When she so wills, they lose their function completely. Anybody in between bags will be lost in the paradimensional planes forever.
Instinct: To wander
☺Drinks too much beer
☺Tells crude jokes
☺Laughs loud and inappropriately
☺Tells strange stories
☺Disappears into her bag
When you have 3 Influence with the Beggar King, you may ask her to transport you to any location in town, at a price. If you are lucky she may even sell you one of her bags. But you she will never allow to travel beyond the time and space of this world.
When you buy the Bag Lady a beer in her favorite tavern, she will tell you tall stories of far off worlds and the strange people that inhabit them.