Lemon Curdistan posted:Can't really think of one that makes sense for the Assassin, I have to admit. You get NPC'ed and become Death's personal contract killer. As payment he fulfills/allows you to fulfill your current contract.
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# ? Aug 22, 2013 18:25 |
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# ? Jun 3, 2024 11:24 |
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I guess I'll toss up a death move for the Augur too. The Final Fortune You foresaw this moment long ago, the moment of your death is at hand. As your end approaches, the veil before your mind’s eye parts completely and you finally see everything that makes the universe tick. You have enough time during these final moments of clarity to reveal a great truth or prophesy to your allies, set in motion a chain of events that can greatly alter the world or unfailingly perform a single task with complete perfection.
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# ? Aug 22, 2013 18:40 |
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I have to say, Death Moves remind me of the "Special Moves" from Apocalypse World, except infinitely less uncomfortable to explain to new players. Now, in light of the fact that death moves tend to involve you staying dead / violently exploding in occult power, how do those work with resurrection moves like the Witch or Medic has?
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# ? Aug 22, 2013 18:59 |
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Lemon Curdistan posted:This should totally be added to the DW guide, if EM and Scrape still have the master. Scrape is pretty much the master of the guide; I'm just the secondary guy. I don't even know if Scrape still hangs around here...
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# ? Aug 22, 2013 18:59 |
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I'm thinking of writing up some adventures for DW, are there any good free ones I can peak at to get an idea of what other people are doing on that end?
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# ? Aug 22, 2013 19:03 |
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Flavivirus posted:Would the Shaman's Death Move allow a returned character to use their Death Move again? I'd lean towards yes. The trigger is "when you die," not "when you first die," so yes! ImpactVector posted:Maybe something along the lines of: I like this, but on the other hand I don't want to codify it as a move - becoming Death's assassin is totally something that should happen on a Last Breath bargain. Lemon-Lime fucked around with this message at 19:26 on Aug 22, 2013 |
# ? Aug 22, 2013 19:07 |
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Lemon Curdistan posted:
When you die, you make sure that your lifeblood lives on, a reminder of the legendary assassin you were. A pool of your blood remains where you died, and acts as a font of a thick, foul smelling liquid. Any that coat their weapon in this unction may use it as a poison, the effects chosen by you. Any who studied your legacy or honor your assassin guild may imbibe the fluid to be granted extraordinary powers, you choose.
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# ? Aug 22, 2013 19:30 |
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I did some tweaking on the Augur. I replaced the boring racial moves with more interesting versions, replaced the staff in the weapons list with a crystal pendulum that's mostly the same but not two-handed (and cooler) and removed the damage over time limitation on reversed healing items in malpractice, since it's a 6-10 move and a reversed healing potion is probably not overpowered at that level even though it's still straight up 10 damage poison/flask. E: Also removed the rapier from the weapons and added the precise tag to the dagger. Now both of the augur's weapon options are repurposed fortunetelling tools and they should be roughly comparable to each other, with the pendulum's longer reach countered by the dagger's multiple tags. Link's here Oo Koo fucked around with this message at 19:59 on Aug 22, 2013 |
# ? Aug 22, 2013 19:35 |
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Okasvi posted:I did some tweaking on the Augur. You didn't include the Death Move you literally just wrote? Put that in there, dude.
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# ? Aug 22, 2013 21:28 |
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gnome7 posted:You didn't include the Death Move you literally just wrote? Put that in there, dude. I didn't really know where to put it. Is it an optional starting move or an advanced one or what. Where are they on the grim world playbooks? E: Added it in in it's own section for now.
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# ? Aug 22, 2013 22:29 |
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Nemesis Of Moles posted:I'm thinking of writing up some adventures for DW, are there any good free ones I can peak at to get an idea of what other people are doing on that end? Here are some premade adventures for demos from the DW website: http://www.dungeon-world.com/category/bonus/adventures/ The adventures as presented leave a whole ton up to the imagination and direction of the players and DM while providing a world of rich detail and plot hooks. I really wish there were a book of just these kinds of one shot adventures.
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# ? Aug 22, 2013 22:50 |
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Okasvi posted:I didn't really know where to put it. Is it an optional starting move or an advanced one or what. Where are they on the grim world playbooks? I'd put the Death Move in its own section, at the end of the Starting Moves.
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# ? Aug 22, 2013 22:50 |
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Shamblercow posted:Here are some premade adventures for demos from the DW website: http://www.dungeon-world.com/category/bonus/adventures/ You shouldn't have too long to wait...
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# ? Aug 22, 2013 23:04 |
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The Supreme Court posted:You shouldn't have too long to wait... I have never in my life been more excited to hear details from The Supreme Court. Has anyone heard anything regarding Grim Portents Issue 2? I think Chris Sakkas, the guy who organized it, had begun collecting submissions for Issue 3, but I could def see life getting in the way of a far flung effort like that. For the uninitiated, Grim Portents is a Dungeon World fanzine, first issue available here: http://livinglibre1.wordpress.com/2013/04/06/download-grim-portents-issue-1-here-submissions-open-for-issue-2-theme-the-wine-dark-sea/
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# ? Aug 22, 2013 23:10 |
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gnome7 posted:I'd put the Death Move in its own section, at the end of the Starting Moves. What if, instead of Death Move, they were just called Ending Moves, and could be invoked whenever the player felt the character's story should come to a close? edit: Does that totally fly in the face of "play to find out what happens?"
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# ? Aug 23, 2013 00:32 |
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Elmo Oxygen posted:What if, instead of Death Move, they were just called Ending Moves, and could be invoked whenever the player felt the character's story should come to a close? I was going to work this into Inverse World but I think it's going to become its own thing - I'd love to see something similar to Death Moves but Retirement Moves instead, where after your adventurer decides to retire they create a campaign-changing addition to the setting. Your Fighter permanently retires and sets up shop in a nearby village, training all comers in her particular fighting style and forming a squad of the most fearsome, virtuous warriors the world has ever seen. Your Wizard permanently retires and becomes a notorious hermit, young adventurers seeking him out for ancient wisdom and his collection of customized spells. The legacy of your character creates both a fictional change to the setting (with added new adventure hooks) and a mechanical change, like creating a compendium class or adding spells to spell lists or giving a playbook a new Move they can take as they advance.
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# ? Aug 23, 2013 00:42 |
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Hey, does anyone remember that Emong guy that used to post a lot of compendium classes? Me neither. Compendium Class: Dilettante When you feel like you've seen it all, and disregard your own safety just to experience something new, you may take this move when you level up: Been There, Done That: You've experienced more than most could ever dream of, and quite frankly you don't have time to do it again. When others would be surprised or frightened (even due to some supernatural effect), you're just bored. Once you've taken "Been There, Done That," the following moves count as class moves for you. In addition to your normal list of moves, you may choose fro this list when you level up: There And Back Again: You've slipped through Death's fingers more than is probably healthy, but you're getting pretty good at it. When take your Last Breath and roll a 10+ take +1-hold. You may spend this hold to take +hold spent forward on a Last Breath. This Reminds Me Of That Time When...: When you stop for a while to reminisce about a similar situation while you're in the middle of something risky, take +1 ongoing on rolls to resolve your current problem. One Weird Trick: All your experiences have taught you a lot of little tricks that aren't exactly common knowledge. You gain a move from another compendium class (subject to GM approval, of course). I was going to adapt the Arcane Dilettante, but I didn't remember anything about it except the theme was "experience as much as possible" so this came out instead.
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# ? Aug 23, 2013 01:57 |
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gnome7 posted:I posted a pretty important update to Inverse World, just now. It concerns upgrading your backer tier or backing at all, if you hadn't already. I hear some people are pretty interested in that kind of thing. Crossposting because relevant. vv Playbooks emailed to you! I hope you enjoy them and all their cool things. gnome7 fucked around with this message at 04:16 on Aug 23, 2013 |
# ? Aug 23, 2013 02:26 |
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gnome7 posted:Crossposting because relevant. Replying again because really thankful. I'd see you guys post things referencing a playbook I don't have and think that it's probably in Inverse World. I'd look at the Kickstarter page to confirm and then be sad again that I had no spare cash when the campaign was active. Money sent; can't wait.
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# ? Aug 23, 2013 04:09 |
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I am really, really tempted to go for one of the personalized hardcopies but between the Deck of Legends and Grim World I think I might have to be lame and responsible and not spend too much money on Kickstarter stuff. I dunno, I need to see what my next paycheck looks like.
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# ? Aug 23, 2013 08:26 |
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Fenarisk posted:
Sorry for the late reply on this. Here is a basic run down. -I took the Inkscape version and cut it down to the "non-editable elements" and converted that to an image. I inserted the image into the Page Header in the Word doc so it would be in the background. -Racial Names, Descriptors, the # added to CON for HP, the Damage Die, and the Alignment/Drive header text are all in editable text boxes that are anchored to the first paragraph in the main body text and set not to move with text. -The main body text area on the first page is set to start below the Alignment/Drive and Starting Moves headers, and it is set up as two columns of text. The Race/Background and Bond headers are inserted in line with the text so they will move as the section sizes change. Also note that the Race/Background text is editable text box and moves with the associated header. -There is a section break between pages 1 and 2 so that I can have a different Page Header on the second page, which is the Gear header. -The main text body of the document has 3 subsections: a two column section for Gear text, a single column text section with the Advanced Moves header, and a second two column section for Advanced Moves text. This allows the Advanced Moves section to change in size based on the size of the Gear section. If you have any other questions, let me know. If you need help with converting something else, I would be willing to help out. BTW - Is this link worthy of being in the OP under the Classes section?
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# ? Aug 23, 2013 12:55 |
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zarathud posted:BTW - Is this link worthy of being in the OP under the Classes section? Yes, very much so. Gnome should get it in there.
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# ? Aug 23, 2013 13:16 |
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Gnome should e-mail his playbook breakdowns to the Grim World folks and then go back to bugging Mikan to finish his stuff so I can get my hands on Inverse World.
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# ? Aug 23, 2013 13:29 |
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Really wanna run a Demon's Souls campaign using Grim World. Gonna back dat noise. Also a One Piece Inverse World game, because I love anime.
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# ? Aug 23, 2013 19:09 |
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So I've been thinking of a few death moves:Initiate posted:Leaves from the Vine Witch posted:Brew Fame, Bottle Glory Spellslinger posted:Silver Bullet Fool posted:XVI-The Tower Fighter posted:Bloodshed Thoughts? Feedback? Am I generally doing the right kind of thing for death moves?
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# ? Aug 23, 2013 22:26 |
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Hey in about half an hour from now (6 pm EST) I'm going to be part of a G+ Hangout about advice when starting a DW game. Come see how bad I look on camera!
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# ? Aug 23, 2013 22:28 |
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Evil Mastermind posted:Hey in about half an hour from now (6 pm EST) I'm going to be part of a G+ Hangout about advice when starting a DW game. I am going to try and listen in. I just finished reading you and Scrape's GM guide in preparation for running my first adventure and you really helped make everything click for me. Thanks so much for writing that.
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# ? Aug 23, 2013 22:52 |
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Hangout's over, here's the YouTube. https://www.youtube.com/watch?v=IZ1v_O-pbJY Evil Mastermind fucked around with this message at 00:57 on Aug 24, 2013 |
# ? Aug 23, 2013 23:12 |
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I feel compelled to point out that I already HAD death moves before this discussion even started, just that they were buried in the advanced moves Buuut at least two of them didn't, so: The Arcane Duelist posted:The Truth of Steel The Cursed Knight posted:Expulse Androc fucked around with this message at 08:08 on Aug 10, 2017 |
# ? Aug 24, 2013 02:18 |
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https://docs.google.com/document/d/19QtC3g6fyv-80U1WC-N_YZWoz7EenyBGMG8JerdYil8/edit I have posted my pile of "Hey Grim World Guys, Fix This poo poo" to the Grim World guys. Also Boing let me know how to contact you, I'm trying to set your Slayer up to replace theirs.
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# ? Aug 24, 2013 02:37 |
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Androc posted:I feel compelled to point out that I already HAD death moves before this discussion even started, just that they were buried in the advanced moves I think The Warlock wins that particular race, thank you. The Patron interfering with Death is absolutely my favorite of the advanced Warlock moves. Okay I guess technically it's not the same thing but I wanted to use for something
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# ? Aug 24, 2013 03:13 |
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If anyone wants to come up with a death move for the Medic, feel free. I've wracked my brain trying to think of one that would be worthwhile mechanically and thematically. Dr. Jekyll and Dr. Frankenstein both just kind of give up and die, and I can't really think of other archetypal doctors dying to draw from. edit: Maybe something like a deathbed miracle cure? You die but no one else will ever die from the same cause? It would be pretty funny if your dying medic found the cure for getting stabbed to death. Elmo Oxygen fucked around with this message at 07:30 on Aug 24, 2013 |
# ? Aug 24, 2013 07:26 |
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Eh I'll take stab at it:The Medic posted:Patient Zero
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# ? Aug 24, 2013 07:46 |
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Elmo Oxygen posted:If anyone wants to come up with a death move for the Medic, feel free. I've wracked my brain trying to think of one that would be worthwhile mechanically and thematically. The Undiscovered Country You have spent your days snatching people from the Black Gates--taking them from the cold Beyond, and bringing them back to life. You have saved them from Death, and Death is not happy about it. But you have one final surgery to perform. When you die, you cause a commotion at the Black Gates. Perhaps Death gloats about this victory over you; perhaps the souls of those you've saved from violence, and have since passed on peacefully, come to the Gates to welcome you and sing hosannas; perhaps the shades of those you failed to help have come to drag you in. Whatever the reason, the Gates stand open just a little too long... and some souls manage to escape. Everyone who is present at your death is instinctively aware: a loved one has returned to life somewhere. Throughout the land of your demise, people rise and live again. Not many, mind you; just enough for this day to be spoken of as a day of miracles for ages hence. Just enough to prove that you will always be stronger than Death. Everything Counts fucked around with this message at 08:15 on Aug 24, 2013 |
# ? Aug 24, 2013 08:00 |
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Everything Counts posted:Just enough to prove that you will always be stronger than Death. Awesome.
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# ? Aug 24, 2013 08:11 |
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Shamblercow posted:I have never in my life been more excited to hear details from The Supreme Court. Thanks for your interest, Shamblercow. The answer is that I dropped the ball on GP 2 for a couple of months, but it's in motion now and I'd expect to see it go public in the next couple of weeks. Please do send in submissions for issue 3 if you have them, but it will be a while before I can focus on it. Cheers, Chris
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# ? Aug 24, 2013 09:52 |
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What would you guys recommend when it comes to slowing down the leveling? I have a long campaign planned in pathfinder, but it's 90% likely that we will be rolling over to Dungeon World rule set after playing half of the Minotaur adventure. They only cleared out like 3 rooms and already leveled. I want to slow it down some.
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# ? Aug 26, 2013 00:51 |
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Make levelling up take more XP. But first, make sure the players are one board with the idea. Maybe they like levelling up fast.
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# ? Aug 26, 2013 00:52 |
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Our group tossed xp entirely, players level every time they attend 3 sessions. It hasn't broken anything.
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# ? Aug 26, 2013 01:21 |
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# ? Jun 3, 2024 11:24 |
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In my recently finished game, I simply handed out a level time every time players completed a dungeon or accomplished some other major achievement. That worked okay, but getting power from clearing dungeons was part of the whole premise of the game. Every 3 sessions would probably work if you wanted a set pacing--not every Dungeon World will have neat set milestones like completing dungeons. That means that people'd reach level 10 in 27 sessions, which is half a year's worth of weekly sessions. I'll also mention that this game was the first long-running game I've been in, as player or GM, that's had a proper ending. Ever. With a tidy epilogue to wrap it up and all. It was a real blast running it.
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# ? Aug 26, 2013 02:47 |