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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! 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: The Supreme Court fucked around with this message at 00:49 on May 22, 2013 |
# ? May 22, 2013 00:25 |
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# ? Jun 8, 2024 05:56 |
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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)
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# ? May 22, 2013 01:33 |
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The full version of Number Appearing is now available for free for everyone! And yes, this is the version with the art, not just the text.
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# ? May 22, 2013 02:18 |
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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.
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# ? May 22, 2013 13:12 |
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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 |
# ? May 22, 2013 20:47 |
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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.
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# ? May 22, 2013 22:37 |
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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! 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.
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# ? May 22, 2013 22:54 |
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EscortMission posted:
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.
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# ? May 22, 2013 22:56 |
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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?
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# ? May 22, 2013 23:00 |
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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?) It's old school D&D for both classes to have access to Cleric magic.
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# ? May 22, 2013 23:08 |
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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: 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?) 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.
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# ? May 22, 2013 23:33 |
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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 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 |
# ? May 22, 2013 23:36 |
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gnome7 posted:Inverse World update! This one features art. I really want this to be something that'll let me play the Mask Merchant from Zelda.
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# ? May 22, 2013 23:39 |
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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): It looked weird until I remembered I was a lazy rear end and didn't write out looks and sample names. Thanks, dude!
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# ? May 23, 2013 01:40 |
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Letting the Ranger be the cleric worked for my group. Otherwise nobody wants to be the healer (and sometimes that's OK).
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# ? May 23, 2013 02:26 |
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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!
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# ? May 23, 2013 02:27 |
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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.
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# ? May 23, 2013 03:38 |
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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.
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# ? May 23, 2013 04:33 |
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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?) 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.
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# ? May 23, 2013 05:00 |
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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?
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# ? May 23, 2013 06:14 |
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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.
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# ? May 23, 2013 06:19 |
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How about the arcane duelist?
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# ? May 23, 2013 06:19 |
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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.
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# ? May 23, 2013 07:04 |
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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).
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# ? May 23, 2013 07:15 |
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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. 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.
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# ? May 23, 2013 14:41 |
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GimpInBlack posted:It's been too drat long since I got my Dungeon World on. 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? ) 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.
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# ? May 23, 2013 15:10 |
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EscortMission posted:
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? 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? 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? 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? 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.
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# ? May 23, 2013 17:36 |
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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.
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# ? May 23, 2013 20:25 |
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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 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. There we go.
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# ? May 24, 2013 02:36 |
quote:The Big Surprise posted: Yesssss now I'll be able to finally play this guy
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# ? May 24, 2013 03:02 |
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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:
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?
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# ? May 24, 2013 03:27 |
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PublicOpinion posted:Yesssss now I'll be able to finally play this guy You mean
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# ? May 24, 2013 03:30 |
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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.
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# ? May 24, 2013 03:33 |
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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.
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# ? May 24, 2013 04:50 |
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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.
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# ? May 24, 2013 05:46 |
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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.
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# ? May 24, 2013 06:00 |
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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?
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# ? May 24, 2013 09:27 |
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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 |
# ? May 24, 2013 16:10 |
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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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# ? May 24, 2013 17:37 |
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# ? Jun 8, 2024 05:56 |
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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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# ? May 24, 2013 19:18 |