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The Supreme Court
Feb 25, 2010

Pirate World: Nearly done!

Boing posted:

Here's the release candidate for The Slayer. Please proofread it, critique it, playtest it, tell me what works and what doesn't, so I can put out a v1.0 for the OP!

Juggled some of the moves around, split up a couple of them, finally managed to fill out both lists. Lord of Bones was nearly called Coat of Arms, but I thought that was too goofy. I'm pleased with how Exorcist turned out, I think it's one of the more interesting moves now. Tools of the Trade still feels a bit weird, I'm not sure how well it'll work in an actual game, but I'll be keen to find out.

I really like this class. Looks like a lot of fun to play! I especially like that Readiness is seriously limited, but can be regenerated with advanced moves based around doing interesting things (i.e. spout lore and defy danger). I wasn't a fan of readiness to begin with, but I think it's mechanically brilliant now, especially given that you can spend it on more moves as the character levels up. Simple, powerful and looks like it'll make the Slayer surprisingly diverse to play!

Adv. Moves I especially like: Veteran Hunter, Tooth and Nail, Rip and Tear, Trap Expert

I've been thinking about making Careers for Dungeon World; stuff to diversify characters and give them more useful things to do while resting at camp (or an inn, castle keep etc.). Job skill would be gained one per level, or taught, or one every few levels. Not sure yet! The basic gist of it is:

Create/ repair/ amend item
When you have some downtime and the right materials, roll +job skill.
On a 10+ you make a new item, or repair or amend an old one. Describe it and give it tags from the list.
On a 7-9, something's gone wrong; choose fewer tags or the item is unreliable.

quote:

Example Careers:

Armourer
When you spend some time at the forge with old or broken armour, roll +armourer skill.
On a 10+ you improve the item, choose up to 1 tag (per armourer skill) to add.
On a 7-9, something has gone wrong! Add tags as above, but the item is either awkward or heavier (+2 weight)
Tags: smooth, silent, oiled, darkened, spiky, thick, thin, flexible, brittle, poisonous, cold, fireproof

Advanced Armourer moves:
Forge armour: you may create new armour
Enchant armour: add the following to the tags list: etheral, flaming, frozen, leeching, sapping, unholy

Cartographer
When you spend a few hours trying to scribble a map of the local area from memory, gut feeling or rumour, roll +Cartography. Draw a rough sketch!
10+ the map is accurate. +1 to spout lore for anyone describing a location on the map.
7-9 the map is outdated, upside-down or untrustworthy.
Detail a few nearby locations, describe each one with tags. You may add one tag (per level in Cartography) to each location:
Haven, criminal, wild, safe, rare, resources, monsters, fresh, diseased, villagers, inn, friendly, aggressive
Other careers that could be pretty good: weaponsmith, alchemist, chef, trapper, artisan

The Supreme Court fucked around with this message at 00:49 on May 22, 2013

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Ash Rose
Sep 3, 2011

Where is Megaman?

In queer, with us!
I took the advice of people in the thread and made changes for the Tactician. Thoose base moves are in a place I like now and Calculated Strikes has been removed. I had 2 more moves I wanted to run past you guys. As a reminder or for those who did not see the last post, this is for another game running on simple world, damage is not rolled and typicality expressed in 1-3 ranges, as well as a wealth of other changes.

On My Mark
When Combat is joined and you have a solid plan, everyone in on the plan takes +1 forward.

and

Picard Manuever
When you Come up with a strategy on the fly, roll +gnosis. On a 10+ gain 3 hold. On a 7-9 gain 2 hold. Spend hold 1-for-1 on the following
*Divert attention to or from an ally.
*Disorient a foe for a moment.
*An ally takes +1 forward to Great Escape or Armor. (Great Escape is similar to defy danger, and armor is a rolled move in this game)

Evil Mastermind
Apr 28, 2008

:siren: The full version of Number Appearing is now available for free for everyone! :siren: And yes, this is the version with the art, not just the text.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Overemotional Robot posted:

On that same note, is there a bounty hunter style class? I could have sworn I've seen one but my searches have turned up nothing.

What sort of moves would you expect a bounty hunter to have? To me that seems more like a role than any playbook could fill. Maybe a CC at best.

EscortMission
Mar 4, 2009

Come with me
if you want to live.
I guess the question to ask is whether there's enough design space for a full "bounty hunter" class. Bounty hunters take jobs, track down the bad guy, and bring them to justice. Tracking down the bad guy is arguably the largest and most fun part of the role, so would you really want to just reduce something that to two or three moves?

Maybe it would be better to come up with a new Basic Move for this sort of thing, something to get the ball rolling on an exciting manhunt. Maybe something like this.

Legwork
When you do about an hour of research and legwork about a dangerous criminal on the run, roll +CHA. On a 10+, choose three. On a 7-9, choose two. On a miss, choose one, and you make a dangerous scene as you're gathering info.
* You learn where his last known whereabouts are.
* You learn a fact about the criminal's strengths or abilities that isn't commonly known.
* You learn an exploitable weakness or quirk about your quarry.
* You cover your tracks discretely, and he won't know you're after him until you make your presence known.


EDIT: Alternatively, use Lemon Curdistan's Assassin. It's basically awesome and might be exactly the sneaky, calculating contract killer you're looking for.

EscortMission fucked around with this message at 21:07 on May 22, 2013

Overemotional Robot
Mar 16, 2008

Robotor just hasn't been the same since 9/11...

Captain Foo posted:

What sort of moves would you expect a bounty hunter to have? To me that seems more like a role than any playbook could fill. Maybe a CC at best.

Yeah, meant to respond to that first suggestion but got caught up in something and forgot. You guys are right, the more I think about it the more I think that it could be any of them. I just had a players asking me about it and could have sworn I saw it as a CC or something. Thanks!


Has anyone tried using the Captain in a Dungeon Planet type game? I am thinking of running it.

EscortMission
Mar 4, 2009

Come with me
if you want to live.

Overemotional Robot posted:

Yeah, meant to respond to that first suggestion but got caught up in something and forgot. You guys are right, the more I think about it the more I think that it could be any of them. I just had a players asking me about it and could have sworn I saw it as a CC or something. Thanks!


Has anyone tried using the Captain in a Dungeon Planet type game? I am thinking of running it.

Misread and I thought you said "has anyone tried playing Captain Planet in Dungeon World." Not sure if that's awesome or just awful.

I've had a player run Captain in a regular DW game and he was pretty thrilled with it. I don't see a reason why it would particularly not fit in Dungeon Planet, the class is already basically Han Solo. Just give them excuses to unload Cargo every so often and you'll be fine.

RSIxidor
Jun 19, 2012

Folks who can't handle a self-reference paradox are real suckers.

EscortMission posted:


EDIT: Alternatively, use Lemon Curdistan's Assassin. It's basically awesome and might be exactly the sneaky, calculating contract killer you're looking for.

I'd want to rework it for rewards where you want the mark alive, for more coin.

Overemotional Robot posted:

Has anyone tried using the Captain in a Dungeon Planet type game? I am thinking of running it.

This reminded me of an idea I had for a AW hack where there is a ship playbook, and all the players have moves that reflect on the ship playbook. I was thinking sci-fi, but fantasy could probably work as well. Engineer would make ship repairs easier, weapons officer would make guns shootier, navigator would make getting places easier, etc.

Heart Attacks
Jun 17, 2012

That's how it works for magical girls.
So, what's the deal with the Ranger and Paladin advances that let them get full use out of Cleric magic (except I guess at a one-level disadvantage if they take it right away?)

Is that as out-of-whack as it sounds to me?

RSIxidor
Jun 19, 2012

Folks who can't handle a self-reference paradox are real suckers.

Heart Attacks posted:

So, what's the deal with the Ranger and Paladin advances that let them get full use out of Cleric magic (except I guess at a one-level disadvantage if they take it right away?)

Is that as out-of-whack as it sounds to me?

It's old school D&D for both classes to have access to Cleric magic.

Boing
Jul 12, 2005

trapped in custom title factory, send help

The Supreme Court posted:

I really like this class. Looks like a lot of fun to play! I especially like that Readiness is seriously limited, but can be regenerated with advanced moves based around doing interesting things (i.e. spout lore and defy danger). I wasn't a fan of readiness to begin with, but I think it's mechanically brilliant now, especially given that you can spend it on more moves as the character levels up. Simple, powerful and looks like it'll make the Slayer surprisingly diverse to play!

Thanks! It was your initial feedback that really shaped the direction for the class and I'm pleased it went the way it did.

Final revision, I'm happy with this one: The Slayer - cleaned up the font, added some fluff, clarified some moves.

Also here's a CC version, in case you want to play a more generic monster hunter instead of an alchemically-enhanced magician warrior for some reason:

quote:

When you enact a plan to go after a dangerous creature and succeed in killing it, you may take the following move when you next level up:

Monster Hunter
When you spend downtime researching or preparing against a particular kind of enemy, roll +INT.
On a 10+, gain 3 Readiness against that enemy. On a 7-9, gain 2. On a 6-, gain 1.

When engaged in battle, you may spend Readiness against an enemy, one-for-one, on the following:
• Attack its weak point - maximise a single damage roll.
• Predict its movements - take the 10+ result when Defying Danger.
• Take away one of its strengths (a weapon, a position, a dangerous bodypart etc.)


Afterward, the following count as class moves for you:

Bestiary Knowledge
You are learned about monsters and how to fight them. Take +1 to Spout Lore about dangerous creatures.
When you first encounter a monster, you may ask the GM "what is the most effective way to kill this?" and they will answer honestly, or ask you to answer.

Tools of the Trade
You have equipped yourself with an arsenal of specialist monster-hunting tools - silver bolts, wooden stakes, lamp oil, poisons, and so on. Your arsenal is 2-weight.
When you rummage through your arsenal for the right weapon, roll +INT. On a 10+, you pull out just the thing, right now. On a 7-9, pick one:
• You have it, but it's deep in your pack. You are put in a spot as you try to retrieve it.
• You can only get something close, but you retrieve it immediately.
On a 6-, you can't find it right now. You'll have to improvise.

Exorcist
When you set out to lift a curse, enchantment, haunting, or affliction, you may ask the GM "what will it take to remove or negate this?" and the GM will answer honestly, or ask you to answer.
You are always able to lift such an effect, but it will require one or more of the following:
• Perform a dangerous ritual
• Procure a rare component
• Slay a powerful monster
• Obtain some forbidden knowledge


Heart Attacks posted:

So, what's the deal with the Ranger and Paladin advances that let them get full use out of Cleric magic (except I guess at a one-level disadvantage if they take it right away?)

Is that as out-of-whack as it sounds to me?

It is pretty over-the-top, I houserule it so they count as a first-level Cleric, but can take the move again for more spells if they have to. My players even agree on this.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??
Inverse World update! This one features art.

I'll be posting an update to this every day until the end, and we're holding on to one last, big, super cool stretch goal, which I'll be unveiling on Friday. A little snippet, for you fun folks on SA:

The Big Surprise posted:

Keeper of Curios
You keep a collection of strange and rare curiosities, which follow some sort of theme - masks, small dinosaurs, mechanical replicas of insects. Your collection is 5-weight, and contains a variety of useful things collected throughout your travels.

Choose one or two to describe your collection's Look:
• Mysterious, Bizarre, Whimsical, Complex, Ramshackle, Impractical, Efficient

This is less than half of the words used in this move. I'll post the other half tomorrow.

EDIT: vvvvv I don't think you will be disappointed.

gnome7 fucked around with this message at 23:49 on May 22, 2013

Benly
Aug 2, 2011

20% of the time, it works every time.

gnome7 posted:

Inverse World update! This one features art.

I'll be posting an update to this every day until the end, and we're holding on to one last, big, super cool stretch goal, which I'll be unveiling on Friday. A little snippet, for you fun folks on SA:


This is less than half of the words used in this move. I'll post the other half tomorrow.

I really want this to be something that'll let me play the Mask Merchant from Zelda.

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.

Overemotional Robot posted:

Not sure if anybody else is interested, but I really liked Desty's Merchant Prince and thought it was a shame that it wasn't a fancy playbook. Here are the Inkscape and PDF files in case anybody wants to edit them or whatever (This was my first time using it so things may look weird):

http://www.mediafire.com/folder/l9tbzjy5xlyg1a3,jnxoqbfiun21o50,hs00can20letcf5,6mgilzkridx5pf5/shared

If anybody sees anything I need to edit just let me know and I'll try to get in there and fix it.

I didn't mean to change anything from the original but I may have since I was pretty tired while trying to do this.

It looked weird until I remembered I was a lazy rear end and didn't write out looks and sample names. Thanks, dude!

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
Letting the Ranger be the cleric worked for my group. Otherwise nobody wants to be the healer (and sometimes that's OK).

Overemotional Robot
Mar 16, 2008

Robotor just hasn't been the same since 9/11...

Desty posted:

It looked weird until I remembered I was a lazy rear end and didn't write out looks and sample names. Thanks, dude!

Hey, no problem! It's a cool class and well deserving of a class book. I can't wait to offer it up to my players in my Dungeon Planet game!

Fenarisk
Oct 27, 2005

Golden Bee posted:

Letting the Ranger be the cleric worked for my group. Otherwise nobody wants to be the healer (and sometimes that's OK).

The one thing that still bugs me is how much better a healer/support class the Bard is rather than the Cleric, but that's more an issue with the Cleric vancian casting nonsense.

MadScientistWorking
Jun 23, 2010

"I was going through a time period where I was looking up weird stories involving necrophilia..."
Well I finished my "compendium class*" which is a Firefighter. Its a bit problematic as I'm trying to bash an entire class archetype into a compendium class but I'd rather see some feedback for the moves I currently have especially with regards to Rescue Proficiency. I like the triggering mechanism for it but I for the life of me can't figure out what it should do mechanically. Also, discount the emergency wording trigger for some of the moves as I completely forgot that I need to rewrite the moves to make them easier to trigger.
http://goo.gl/979Wd
*Technically its a class but I've hit multiple snags with it and decided to work on half a dozen other compendium classes that I need to work on.

sentrygun
Dec 29, 2009

i say~
hey start:nya-sh

Heart Attacks posted:

So, what's the deal with the Ranger and Paladin advances that let them get full use out of Cleric magic (except I guess at a one-level disadvantage if they take it right away?)

Is that as out-of-whack as it sounds to me?

God Amidst the Wastes and Divine Favor function identically to Multiclassing the Cleric's Cast a Spell, as you automatically get Commune along with it. The Fighter, Bard, anyone with a limited multiclass that includes Cleric, and anyone else with Multiclass Dabbler can do the exact same thing. The only reason the Ranger and Paladin have those specific moves is because they wanted to let people do that without giving them a free ticket to a choice from any Cleric advance or just flat out give them Multiclass Dabbler.

Syka
Mar 24, 2007
sum n00b or wut?
I need a good way to fill the "spell-sword" archetype, as in channeling magic through your weapon. I didn't see a playbook for it in the mega-post. Any thoughts?

sentrygun
Dec 29, 2009

i say~
hey start:nya-sh

Syka posted:

I need a good way to fill the "spell-sword" archetype, as in channeling magic through your weapon. I didn't see a playbook for it in the mega-post. Any thoughts?

The easiest way I can think of is just to be a Mage and make your cool magic artifact be your sword. Play up your sword use and it'll quickly become a big part of your character.

djw175
Apr 23, 2012

by zen death robot
How about the arcane duelist?

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

sentrygun posted:

The easiest way I can think of is just to be a Mage and make your cool magic artifact be your sword. Play up your sword use and it'll quickly become a big part of your character.

Yep. I've done this with The Mage of The Tower. Just waiting for the chance to play him.

High-Water Marx
Dec 30, 2007

History is nothing but the actions of men in pursuit of gnarly waves

Benly posted:

I really want this to be something that'll let me play the Mask Merchant from Zelda.

Or maybe create a Happy Mask style NPC that goes around dumping mildly dangerous magical artifacts in villages that it passes through, creating scenarios where you have to track down and return the items to the NPC for a reward (or deal with/destroy the artifact if it gets out of control).

EscortMission
Mar 4, 2009

Come with me
if you want to live.

MadScientistWorking posted:

Well I finished my "compendium class*" which is a Firefighter. Its a bit problematic as I'm trying to bash an entire class archetype into a compendium class but I'd rather see some feedback for the moves I currently have especially with regards to Rescue Proficiency. I like the triggering mechanism for it but I for the life of me can't figure out what it should do mechanically. Also, discount the emergency wording trigger for some of the moves as I completely forgot that I need to rewrite the moves to make them easier to trigger.
http://goo.gl/979Wd
*Technically its a class but I've hit multiple snags with it and decided to work on half a dozen other compendium classes that I need to work on.

Backpack Water Cannon - This is a cool idea, although the tags are kind of a mess. Forceful is good, although it should have at least Close and maybe Loud. I'm not sure what water elemental is supposed to do, and you realize that if it can do lethal damage it can blow a hole in a guy's head right? I'm also not sure what it counting as your Signature Weapon is supposed to mean, can you use Blacksmith and Heirloom with it or does it combine with the Signature Weapon ability to get abilities like Serrated or Sharp?

Prime the Pumps - Do you have to be near water for this to work, or does the water come from somewhere else? How long does it take, a solid minute, a few crucial moments, can you reload instantly?

Bunker Gear - Most fire attacks also have Ignore Armor, maybe "takes two less damage from fire attacks" or even "takes half damage" or "is impervious to fire attacks." You're The Firefighter, facing fire is what you do. I have no idea what the other part about being armed and armored means, its almost implying that your gear protects you even though you're not even wearing it. Maybe "it takes you a split second to become armed and put on your armor" is a better reflection of what you're looking for?

Emergency Perimeter - This is pretty OK, although its not entirely clear if the civilians leave the surrounding area or they just all leave the burning building (I assume it means you can clear out rubberneckers). It's strictly a lot better than Discern Realities, but this is one of the Fireman's Things and doesn't actually come up that often, so I think that you're within bounds. It would be cool to get civilians to help by forming a fire bucket chain as an option, too.

Emergency Entrance - This is a really complicated Defy Danger DEX that uses INT. The class has a lot of moves already, is cutting this and using Defy Danger DEX an option?

Hydraulic Push - This is pretty great. Please please please put in a move that builds off of this that lets you hover like Mario Sunshine so I don't have to push the earth away from me like some kind of 3.5 player.

Light Speedrescue - Why is this using STR? This is another Defy Danger DEX that uses a different stat, why not just use the standard Defy Danger framework and let bad things happen on their own?

Rescue Proficiency - While I know this is part of firefighter training, this just seems more like something a ranger class would be doing. I'd also call it something Search and Rescue, moves should give a pretty good idea of what they do just by their name. That having been said, I want this sort of idea on my rangers now.

I think there's a cool class in here, but you should think of ways that the Firefighter can be useful in situations that aren't fires. Maybe something that lets him to use his axe to quickly and safely hack through a barrier or obstacle, or an ability to let you carry somebody over your shoulder (maybe two people?) without it counting against your Load (Fireman's Carry?). Do Firefighters know rapid first aid techniques? Maybe they can have something to let people ignore debilities temporarily or stabilize unconscious victims.

That's all I got man, good luck.

EscortMission
Mar 4, 2009

Come with me
if you want to live.

GimpInBlack posted:

It's been too drat long since I got my Dungeon World on.

So, Sage and Adam are taking the Barbarian away from the old D&D "rage monster" to the more Conan-esque "gigantic melancholies and gigantic mirths" angle. And that's cool. But it means there's thematic space available for The Berserk!

Like I did with the Gladiator, I wanted to play with some new mchanical widgets for this class. In the Berserk's case, I came up with a way of modeling rage that I think avoids the "tactical consideration" feel of the binary raging/not raging approach D&D takes. I also came up with a mechanic that handles the "you're an out of control rage maniac" risk without turning into "you don't get to play your character any more" bullshit.

This is still in pretty rough form. It's got a full set of moves, alignments, and lodges (instead of races), but no fluff or equipment yet. Move names are definitely temp. It's also completely untested; stuff may be totally busted all to hell. Still, I'm turning it loose in this thread for my fellow goons to rip apart.

I want to run one of these real bad. The damage might be a little too high across the board (d12+d8+d6 by level three? :drat:) but hopefully that will shake out in testing. While its always a little disappointing when a class doesn't get a multiclass move, not letting the Berserk get his hands on the Fighter's Signature Weapon is probably for the best.

When you Rage, do you get +1 STR/CON stat, or +1 Ongoing to STR/CON?

With Eagle Lodge, maybe you could get another question from Discern Realities instead of the +1?

Uhhh beyond that that's about it. Gonna print this out and see if somebody will put together a one-shot and let me play Brick.

MadScientistWorking
Jun 23, 2010

"I was going through a time period where I was looking up weird stories involving necrophilia..."

EscortMission posted:


Emergency Entrance - This is a really complicated Defy Danger DEX that uses INT. The class has a lot of moves already, is cutting this and using Defy Danger DEX an option?

Its actually supposed to be a modified version of Bend Bars Lift Gates because holy crap if there is ever a concept in which you literally have a reason to Bend Bars Lift Gates its a Firefighter. If anyone has any suggestions to make it more evocative or worded better I'm really open to it.

quote:

Backpack Water Cannon - This is a cool idea, although the tags are kind of a mess. Forceful is good, although it should have at least Close and maybe Loud. I'm not sure what water elemental is supposed to do, and you realize that if it can do lethal damage it can blow a hole in a guy's head right? I'm also not sure what it counting as your Signature Weapon is supposed to mean, can you use Blacksmith and Heirloom with it or does it combine with the Signature Weapon ability to get abilities like Serrated or Sharp?
Yeah I completely forgot to add the range tags and maybe loud. The elemental tag is something I took from the artificer though now that you mention it I really don't need it. Also, I should reword the last line as its supposed to be able count as a signature weapon when taking advance moves from the Fighter. As for it being able to kill people I might actually relegate it to solely stun damage which knocks people out instead of lethal damage.

quote:

Prime the Pumps - Do you have to be near water for this to work, or does the water come from somewhere else? How long does it take, a solid minute, a few crucial moments, can you reload instantly?
Those are good questions and I should elaborate on that more.

quote:

Bunker Gear - Most fire attacks also have Ignore Armor, maybe "takes two less damage from fire attacks" or even "takes half damage" or "is impervious to fire attacks." You're The Firefighter, facing fire is what you do. I have no idea what the other part about being armed and armored means, its almost implying that your gear protects you even though you're not even wearing it. Maybe "it takes you a split second to become armed and put on your armor" is a better reflection of what you're looking for?
Honestly, I didn't really know if making something impervious to fire was overpowered or not. During the campaign I was running it more or less operated like that and I can change it back. Also yes the bold part should be how the move is read. I was thinking of how firefighters are typically rather adept and quick when putting on their gear.

quote:

Light Speedrescue - Why is this using STR? This is another Defy Danger DEX that uses a different stat, why not just use the standard Defy Danger framework and let bad things happen on their own?
This one actually isn't a Defy Danger move. This one is supposed to be akin to the Jetpack Boots from the Artificer. Admittedly, the stupid naming scheme might not have helped as I probably should call it First Responder.

quote:

I think there's a cool class in here, but you should think of ways that the Firefighter can be useful in situations that aren't fires. Maybe something that lets him to use his axe to quickly and safely hack through a barrier or obstacle, or an ability to let you carry somebody over your shoulder (maybe two people?) without it counting against your Load (Fireman's Carry?). Do Firefighters know rapid first aid techniques? Maybe they can have something to let people ignore debilities temporarily or stabilize unconscious victims.
These are all good suggestions. Admittedly, the problem is that fictionally I have the iconic representation of a firefighter in my head but making the leap to mechanics is a bit on the hard side. It will probably get better as I work on other compendium classes though as I really am not joking in that I ended up with a half of dozen concepts for compendium classes I probably should flesh out for my next campaign that takes place in the same setting.

Ratpick
Oct 9, 2012

And no one ate dinner that night.
So excited for Inverse World. I already pitched in for the hardcover and am considering going for the personalized level. I can't wait to give it a spin.

It's posts like these

Mikan posted:

What Gnome isn't explicitly saying, but totally means, is that Inverse World is perfect for tabletop Final Fantasy 6.

gnome7 posted:

The Lantern already exists in two places you may not have thought of, actually - Jedi Knights and Green Lantern. The class is basically a mix of those two things.

that make me really want to play this game. I'm actually at a loss as to which character I want to play more, the Captain who is actually the prince of a flying sky-castle or the Lantern that turns their little light into boxing gloves and other joke weaponry.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??
Another day, another Inverse World Update. Not a lot to say in this one, mostly answering some questions about the higher tiers. Tomorrow's update will be especially exciting, however - we'll be announcing something new:

The Big Surprise posted:

Composition
Describe your form, then choose what you are made out of:

Solid
You are made of something solid, like iron, stone, or crystal. Your body is incredibly difficult to harm, giving you Armor 2.

Putty
You are made of something between solid and liquid, like clay, taffy, or flesh. Your body puts itself back together easily. When you roll a 10+ on any roll, heal 2 HP. Choose a source of damage (fire, acid, cold iron, magic, poisons) that you cannot naturally heal damage from.

Liquid
You are made of something amorphous, like water, clouds, or fabrics. Your body is incredibly flexible, and you can squeeze through gaps of any size.

Danger
You are made of something extremely dangerous, like fire, acid, or poison. When someone touches you for more than a moment, deal your damage to them.

Oh, wait, that's not the thing I posted yesterday at all! Where did that come from I wonder. Here, let me just:

Also The Big Surprise posted:

You keep a collection of strange and rare curiosities, which follow some sort of theme - masks, small dinosaurs, mechanical replicas of insects. Your collection is 5-weight, and contains a variety of useful things collected throughout your travels.

Record your collection's Theme: ___________________________________________

Choose one or two to describe your collection's Look:
• Mysterious, Bizarre, Whimsical, Complex, Ramshackle, Impractical, Efficient

When you take a moment to dig through your collection for something useful, describe what you're looking for and what you want it to do. You can potentially have anything on hand, but the GM will tell you one to four of the following:
• A condition needs to be met in order for the curio to work
• It is either consumable or faulty, and will only work once
• It was not intended to be used for this
• It will take a lot of time and effort to use properly
• The curio's effects are overly specific
• You get something close to what you want, but not quite
• You'll need help from _____ to use it safely

There we go.

PublicOpinion
Oct 21, 2010

Her style is new but the face is the same as it was so long ago...

quote:

The Big Surprise posted:

Composition
Describe your form, then choose what you are made out of:

Solid
You are made of something solid, like iron, stone, or crystal. Your body is incredibly difficult to harm, giving you Armor 2.

Putty
You are made of something between solid and liquid, like clay, taffy, or flesh. Your body puts itself back together easily. When you roll a 10+ on any roll, heal 2 HP. Choose a source of damage (fire, acid, cold iron, magic, poisons) that you cannot naturally heal damage from.

Liquid
You are made of something amorphous, like water, clouds, or fabrics. Your body is incredibly flexible, and you can squeeze through gaps of any size.

Danger
You are made of something extremely dangerous, like fire, acid, or poison. When someone touches you for more than a moment, deal your damage to them.

Yesssss now I'll be able to finally play this guy

MagnumOpus
Dec 7, 2006

My group and I are planning to start Dungeon World this weekend. We're pretty pumped, but after one of the players picked Druid for their class I'm now concerned. I've read both the FAQ linked in the OP and sage's comments on the DW forums. Both seem to strongly indicate the Shapeshifting allows Druids to possess monster moves that can instantly kill with no roll. I'm referencing:


  • Eat away metal, flesh, or wood
  • Ooze into a troubling place: food, armor, stomach

AND

sage posted:

Keep the fiction in mind though: a bear has "tear someone apart" which means some poor human is probably dead, but something like a treant? Probably not. It'll hurt and might, say, rip of some branches that won't be there anymore to smack you, but not outright kill.

So a Druid with the right monster studied can simply take any humanoid major villain they like out behind the shed with no roll? Can we never have a humanoid major villain now because the Druid ate a bear?

sexpig by night
Sep 8, 2011

by Azathoth

PublicOpinion posted:

Yesssss now I'll be able to finally play this guy


You mean

sentrygun
Dec 29, 2009

i say~
hey start:nya-sh

MagnumOpus posted:

My group and I are planning to start Dungeon World this weekend. We're pretty pumped, but after one of the players picked Druid for their class I'm now concerned. I've read both the FAQ linked in the OP and sage's comments on the DW forums. Both seem to strongly indicate the Shapeshifting allows Druids to possess monster moves that can instantly kill with no roll.

If your villain was a typical human he was probably a pretty bad villain to begin with. Eat away at flesh isn't instant, oozing into something's stomach isn't something instant that can't be fought against, and a bear can't take down your campaign's big bad by just swatting him in the face.

Also keep in mind that just because the Druid doesn't roll to spend hold and do a monster move doesn't mean their action stops time. Stuff's happening to the Druid while they charge face-first into the enemy. A common misconception with Shapeshift is that the move goes off without a hitch because you don't have to roll for it, but that's not the case. Granted, you don't want to constantly pile poo poo on top of the Druid just because their cool class thing rolls differently, but a bear isn't going to run down and maul one guard in a group of ten and not get stabbed by the other nine.

unzealous
Mar 24, 2009

Die, Die, DIE!
Sorry for the repetition but I was wondering if you guys in the thread would be willing to look over the revision of the metamorph now Abomination as it seemed to fit the theme better. I did some heavy redesign at the behest of Sentrygun and I feel its a much better class for it. If you could take a look and tell me what you think and how it could be improved I'd appreciate it.

Androc
Dec 26, 2008

Does anybody in this thread have contact information for Cancerianmoth, since he doesn't have PMs? I really liked his Summoner concept from way back when, but he hasn't posted in a DW thread in ages and I'd like to take a shot at the concept if he's no longer working on it.

Mikan
Sep 5, 2007

by Radium

Androc posted:

Does anybody in this thread have contact information for Cancerianmoth, since he doesn't have PMs? I really liked his Summoner concept from way back when, but he hasn't posted in a DW thread in ages and I'd like to take a shot at the concept if he's no longer working on it.

He's part of my irl game group, I'll give him a heads up.

Boing
Jul 12, 2005

trapped in custom title factory, send help

unzealous posted:

Sorry for the repetition but I was wondering if you guys in the thread would be willing to look over the revision of the metamorph now Abomination as it seemed to fit the theme better. I did some heavy redesign at the behest of Sentrygun and I feel its a much better class for it. If you could take a look and tell me what you think and how it could be improved I'd appreciate it.

I like this Prototype: The Class, I can see it being used as a creepy variation on the core Druid. Will be keen to see it in a playbook (though honestly I thought Metamorph suited it better than Abomination)

Some points:
Carnal Feast says - "If you have Morph when you use this ability the new value replaces the current value." - might it make more sense to add the new value to your current Morph, but to a maximum of 3? It's weird that consuming biomass would give you a harder time if you roll poorly, unless that's what you intended. I might have it as "on a 10+ gain 3, on a 7-9 gain 1, on a 6- gain nothing". That way, you're encouraged to consume frequently, up to your maximum morph, but a good roll will fill you up. You could also make Enhanced Stamina increase your max-Morph as well as what it currently does.

Altering Organs - conditions like "*The Change will end earlier than expected" tend to be awkward to deal with, since it's unclear what's expected - the way it is, it basically gives the GM another move that reverts your change before you do something dramatic. That may be fine, but I don't expect anyone would take it over the other options - since "actually being able to do what you morphed to do" is pretty important. Maybe "The Change is unstable - taking any damage will revert you to your basic form", or something like that?
Similar - "the changes last for one hour" cannot be enforced by the rules. I don't think there's anything wrong with letting you stay altered for as long as you like.

Mimic - again, "you can memorize it for one hour" - perhaps this would be better phrased as "you memorise it for a while - anytime before you next make camp, you can spend 1-morph..."?

Fast and Furious - the list of 7-9 concessions are this:
"*You can take a passenger or large object with you
*Your movement attracts some unwanted attention
*You accidentally drop something on the way"
The first is a good thing, the last two are bad things. Was that a mistake?
I like this move, I picture it as you leaping from building to building, sliding through obstacles and stuff etc. like the Prototype dude. There might be an advanced move based off this that lets you completely ignore the terrain between here and where you're getting to, since you'll always find a way through or around it?
Should this cost Morph, too?

Harder, Better, Faster, Stronger - The way you wrote this makes it sound like a passive ability, but the -2 to Carnal Feast makes it seem like you meant it should be activated at will. Could be made a bit clearer - maybe add a trigger? "When you focus on honing your physical form..."

Two Minds are Better - this is a really cool ability with a not-very-interesting mechanical effect. The mechanical effect is fine as a side-effect, but you might like to include some kind of narrative bonus to having two brains, which sounds like an important thing that would change the way your character plays in a much more significant way. I'm not quite sure what it should be but I think this move should have a cooler effect than it does!

Devourer - supposed to turn you into a brutal killing machine, but d8->d10 isn't that big of a deal, so I see no reason for the instant Carnal Feast to be at a -2 penalty. There's probably nothing wrong with just letting you eat anything you kill at no penalty, especially since it's easy to assume that Carnal Feast lets you do that anyway. To make the damage more interesting, you could make a trigger for it, like "When you break loose and fight without caution or restraint, your damage die is 2d6" or something?

unzealous
Mar 24, 2009

Die, Die, DIE!
Ah, yes, the speed choices are still an error, I guess I was halfway through rewriting them and got distracted. I'll work on the rest immediately.

The unstable change idea is excellent and fits well with it, I appreciate it.

For carnal feast that was basically an idea to prevent someone from going to a pet store and filling up, though making it a limit of 3 would work as well.

Also I suppose the second part of devourer is probably me still thinking like other rpgs. In theory it would allow you to perform the move as part of the hack and slash or what have you that downed the enemy in the first place, a sort of free action, but if that doesn't make sense I'll see what I can do to make it clearer or more useful.

unzealous fucked around with this message at 16:47 on May 24, 2013

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
On The Abomination:

For rendering another function unusable and another detrimental change, make it clear if the player or the GM is expected to come up with these

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Overemotional Robot
Mar 16, 2008

Robotor just hasn't been the same since 9/11...
Is there any problem with someone who has a 2-5 advanced move of "choose a move from another class book" taking that at level 2 and then choosing another class book's starting move? As long as it still makes narrative sense, I mean. I personally don't think you can break characters in DW, I was just curious if anyone else has allowed this.

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