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Custom moves are best for defining actions the PC's initiate, the trigger should be something the character is doing, not necessarily when something happens to them. When something happens to the PC, that's a GM move.
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# ? Sep 9, 2013 16:08 |
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# ? Jun 6, 2024 15:31 |
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Okay, that makes way more sense. I guess I'm still stuck in the habit of monsters having specific mechanical moves.
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# ? Sep 9, 2013 21:16 |
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When you first get started making monsters, use the codex on The Dungeon World homepage. It uses multiple choice and the examples from the book to help you make monsters.
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# ? Sep 9, 2013 21:28 |
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So, I'm still working on this Monstrosity. I don't know if its gotten better or worse. Definitely not finished. https://docs.google.com/document/d/1zBkxfYXUmkeDqxQwgiH5UtURJSryf9iAFq8UthLEl88/edit?usp=sharing There's definitely some holes to fill. My biggest frustration is how to show that being in normal form isn't a super awful terrible thing to be. I was thinking maybe the GM can also spend your Rage, but that takes away the cool of transforming into a monster. I'm not sure if the feel is right at all. Anyway, comments welcome.
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# ? Sep 9, 2013 21:56 |
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I think this would work so much better as a compendium class than as a playbook. You're worried about the normal, un-monstrous class seeming uninteresting - that's because it's all about the transformation, and that only needs a few moves to be effective. Make it something that players can overlay on top of existing playbooks, and see how that goes.
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# ? Sep 9, 2013 22:15 |
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Boing posted:I think this would work so much better as a compendium class than as a playbook. You're worried about the normal, un-monstrous class seeming uninteresting - that's because it's all about the transformation, and that only needs a few moves to be effective. Make it something that players can overlay on top of existing playbooks, and see how that goes. You might be right. EDIT: But I won't give up yet! RSIxidor fucked around with this message at 17:31 on Sep 10, 2013 |
# ? Sep 9, 2013 22:35 |
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Hi folks, The good people at the Grim World Kickstarter have set a stretch goal at $20,000 that the text will be Creative Commons Attribution licensed. I know not everyone gets as excited about Creative Commons as I do, but I thought I should let you know: https://www.kickstarter.com/projects/trentish/grim-world-gaming-supplement-for-dungeon-world-and
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# ? Sep 10, 2013 03:49 |
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Sanglorian posted:Hi folks, As a side note, the community contributions to the book will have whatever license the contributor sets, so my contributions will still be BY SA. Speaking of! Here's my current contributions. I'm considering adding in another location or 2, and another monster, but don't know if that's necessary. Also i'm not sure on the Death Moves. Do they seem fun and compelling?
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# ? Sep 10, 2013 04:15 |
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madadric posted:As a side note, the community contributions to the book will have whatever license the contributor sets, so my contributions will still be BY SA. Do we just send the contributions straight to them? I somehow missed this update. I like the Death Moves for the Fae.
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# ? Sep 10, 2013 17:25 |
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Overemotional Robot posted:Do we just send the contributions straight to them? I somehow missed this update. I like the Death Moves for the Fae. I made a google doc of my submissions and then shared it with the email on This update A few minutes later I saw Deanna, the artist, log in to the doc come in and select all, copy.
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# ? Sep 11, 2013 10:03 |
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madadric posted:I made a google doc of my submissions and then shared it with the email on This update Thank you! I think all your stuff is radical as hell so I'm glad it looks like it's getting in :3 This post by Anthony Giovannetti showed up in my G+ stream today. He's gone through and hacked the Slayer playbook to be more streamlined by simplifying stats down to just modifiers and giving the class a default HP. https://plus.google.com/112155385682843462205/posts/GtyQy2K7Lsd I really, really like the idea of that, but why not take it one step further like the Shadowrun hack, Sixth World, does? The abilities for SW are Awareness, Combat, Stamina, Craft, and Presence, and it also uses only modifiers. I think it works really well. So this got me thinking about trying to update a playbook or two to merge the two styles. I've never played Apocalypse World, but it looks like Sixth World takes a lot from that.
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# ? Sep 11, 2013 16:52 |
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So I had a quick question for someone coming in as a new person to the game. Is there something that the print version of the rules has that the free version does not? I'm going to pick up the rules if my group wants to play since they're only $25. Just wondering if I'm missing out on something by just reading the free version. Thanks!
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# ? Sep 11, 2013 17:40 |
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One of my players in a Dungeon Planet game is playing the Merchant Prince. We were talking about death moves and he came up with this: Merchant Prince Last Will and Testament: With no suitable heirs, your death brings the question of your estate. Who will take up your fortune? When you die, Tell the GM what kind of person you listed as the sole beneficiary of your estate as well as what this lucky person plans to do with all that money. The other players will begin to see subtle (or not so subtle) changes to their world as a new economic power has risen. Or perhaps the estate isn't even listed, but the money is all stashed in a vault somewhere, appealing to all manner of unsavory treasure hunters who will track it down no matter what, even if it means confronting the last people seen with you. You could even tell your GM that your will requested all of your funds be destroyed at your death, causing the global economy to shift into a depression. You were, in fact, "too big to fail."
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# ? Sep 11, 2013 18:07 |
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The free version is perfect! It might be mildly out of date, but you're definitely not missing anything. e; that Merchant death move is awesome. Also, as LemonCurdistan says, grab the PDF. It's great, much easier to print than the online version and comes with files ready for e-readers; having the rules on my kindle is strangely awesome. The Supreme Court fucked around with this message at 18:10 on Sep 11, 2013 |
# ? Sep 11, 2013 18:07 |
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Pretty sure the online version was last updated in March and is therefore up to date, but I'm not 100% sure and there were some pretty significant differences between e.g. the classes as they are in print/PDF and the classes as they are in the github character sheet templates. Probably worth grabbing the PDF for $10 if you like what you see in the online version, just to be sure.
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# ? Sep 11, 2013 18:08 |
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Cool, thanks! I'll do that when I get home today. I've heard a bit about the system before, and I like how it abstracts everything down. Should be interesting to try running it. I'll check out the GM guide posted in the OP as well.
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# ? Sep 11, 2013 18:19 |
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I updated the Brute with a third page on the character sheet. It has a death move, Brute-themed magic items and a couple of extra things (getting scarred after returning from a Last Breath move) and I reckon it rounds out the character sheet nicely. Adding a third page of non-move stuff is definitely something I'm going to do with all the Pirate World classes. Brute 3rd page
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# ? Sep 11, 2013 18:29 |
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The Supreme Court posted:I updated the Brute with a third page on the character sheet. It has a death move, Brute-themed magic items and a couple of extra things (getting scarred after returning from a Last Breath move) and I reckon it rounds out the character sheet nicely. Adding a third page of non-move stuff is definitely something I'm going to do with all the Pirate World classes. I like the notes section. Also, the rest of it.
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# ? Sep 11, 2013 20:47 |
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Hmm I noticed on the v1.1 Brute that the carrying capacity says +strength rather than +STR, does this mean they use the strength score instead of modifier? On the 3rd page of Brute, when do these magic items see use?
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# ? Sep 11, 2013 21:20 |
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Well, I decided to update the Merchant Prince a little. I hope the original creator doesn't mind. I didn't change too much, just some wording and added Drives and a Death Move. I'm stuck on the backgrounds, though. Any ideas? https://docs.google.com/file/d/0B0Sg77QACTUIZlNLcy1xVUd0c2s/edit?usp=sharing I have no idea why some of the bolding is weird there, it's fine on my PDF. This link may be better for viewing: http://www.mediafire.com/view/65aj8g43qzd2gnh/Merchant_Prince.pdf Overemotional Robot fucked around with this message at 22:01 on Sep 11, 2013 |
# ? Sep 11, 2013 21:51 |
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Overemotional Robot posted:Well, I decided to update the Merchant Prince a little. I hope the original creator doesn't mind. I didn't change too much, just some wording and added Drives. I'm stuck on the backgrounds, though. Any ideas? Personally, I'd change the Bribery drive to Power or something like that. Bribery isn't really a goal in and of itself, you know? As for Backgrounds, maybe how you got your fortunes? Inheritance, being a Self-Made Man and Sheer Luck, maybe? Then again, I don't know what they'd do, so hopefully someone that's better with mechanics than I am will come along soon.
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# ? Sep 11, 2013 22:04 |
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Good point on the Bribery thing, gonna change that. I like the ideas of backgrounds being Inheritance, Bootstrapper, and sheer luck. I'm also not very good at mechanics. vvv That's awesome! Overemotional Robot fucked around with this message at 22:19 on Sep 11, 2013 |
# ? Sep 11, 2013 22:07 |
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Overemotional Robot posted:Good point on the Bribery thing, gonna change that. I like the ideas of backgrounds being Inheritance, Bootstrapper, and sheer luck. I'm also not very good at mechanics. Inheritance: Your family legacy opens doors. You can offer your family's connections as leverage for Parley.
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# ? Sep 11, 2013 22:13 |
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Ryuujin posted:Hmm I noticed on the v1.1 Brute that the carrying capacity says +strength rather than +STR, does this mean they use the strength score instead of modifier? Thanks for that, I definitely meant +STR. I'll fix that shortly. The magic items are only suggestions/ideas, totally up to the players and GM if they ever come into play or not. File updated to v1.2 with a bunch of fixes, e.g. clarifying how skewering an enemy on your horns can help! RSIxidor posted:I like the notes section. Great! I think I enjoy writing about DW characters eating people too much. Thankfully I'm funneling these energies into something more productive (a cannibal compendium class).
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# ? Sep 11, 2013 22:37 |
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Lemon Curdistan posted:Pretty sure the online version was last updated in March and is therefore up to date, but I'm not 100% sure and there were some pretty significant differences between e.g. the classes as they are in print/PDF and the classes as they are in the github character sheet templates. Probably worth grabbing the PDF for $10 if you like what you see in the online version, just to be sure. I recall in a recent interview Adam Koebel said that he uses the formatted free rules as a quick reference, rather than look up the book or PDF. I use this as basis for my assumption that it's up to date and accurate. Of course this is only useful in certain situations. Worth grabbing the $10 PDF at least because it's great and they get some money, which they totally deserve. I had to have the book and it's worth it even with the shipping cost from IPR to Australia. On the topic of the PDF, did I read somewhere that they were going to do a full colour version? If so, is this for KS backers only or will it see general release?
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# ? Sep 12, 2013 03:39 |
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The Supreme Court posted:I updated the Brute with a third page on the character sheet. It has a death move, Brute-themed magic items and a couple of extra things (getting scarred after returning from a Last Breath move) and I reckon it rounds out the character sheet nicely. Adding a third page of non-move stuff is definitely something I'm going to do with all the Pirate World classes. You may want to change the 'Scarred' move since it's also the name of a debility and tripped me up when I read it. Like, 'Gruesomely Scarred' or something.
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# ? Sep 12, 2013 07:37 |
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The Supreme Court posted:I updated the Brute with a third page on the character sheet. It has a death move, Brute-themed magic items and a couple of extra things (getting scarred after returning from a Last Breath move) and I reckon it rounds out the character sheet nicely. Adding a third page of non-move stuff is definitely something I'm going to do with all the Pirate World classes. "On a 6-, your mouth is filled with spiders. Aaaargh!" is the best hard move in the history of this game.
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# ? Sep 12, 2013 19:59 |
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I decided to update and sharpen up my old Beguiler class from a few months ago. Some basic rewording, some switching things around, and a new death move because death moves are the new sweet thing to add to your class. http://www.mediafire.com/?armlrbmnfzd608t i still don't think this has been peer reviewed, so if somebody wants to run this through the wringer feel free. EscortMission fucked around with this message at 22:33 on Sep 12, 2013 |
# ? Sep 12, 2013 22:29 |
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EscortMission posted:I decided to update and sharpen up my old Beguiler class from a few months ago. Some basic rewording, some switching things around, and a new death move because death moves are the new sweet thing to add to your class. Out of curiosity, how would you handle a shapeshifter with Cloak for Two? It doesn't seem to make sense in fiction to me.
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# ? Sep 12, 2013 22:38 |
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djw175 posted:Out of curiosity, how would you handle a shapeshifter with Cloak for Two? It doesn't seem to make sense in fiction to me. Without revising anything, the ally would outright shapeshift as well. Which mostly works, but I'm not sure if I'm entirely satisfied with that. I might mess with the wording on the Shapeshifter on that one. EscortMission fucked around with this message at 22:50 on Sep 12, 2013 |
# ? Sep 12, 2013 22:48 |
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Grim World posted some death moves! This is a backers only update, but it has Death Moves for the core 9 DW classes. And a couple cool monsters, too, if you're into that.
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# ? Sep 12, 2013 23:21 |
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EscortMission posted:I decided to update and sharpen up my old Beguiler class from a few months ago. Some basic rewording, some switching things around, and a new death move because death moves are the new sweet thing to add to your class. That's quite well done. Very flavorful. Some of the starting gear seems like it might be a bit much (assassin's dagger, 100 coins), but I could be wrong about that, or maybe it's a trend with new playbooks. In the starting gear, inassuming should be unassuming. And that death move is just brilliant!
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# ? Sep 13, 2013 00:04 |
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Edit: Stream is done, it was fun. wzzard fucked around with this message at 06:09 on Sep 13, 2013 |
# ? Sep 13, 2013 03:03 |
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Overemotional Robot posted:Good point on the Bribery thing, gonna change that. I like the ideas of backgrounds being Inheritance, Bootstrapper, and sheer luck. I'm also not very good at mechanics. Okay I don't know if you've come up with anything else in the last couple of days, but here's what I've got. Inheritance: Your family legacy opens doors. You can offer your family's connections as leverage for Parley. Bootstrapper: You are knowledgeable--all the better to find opportunities. When you Spout Lore about prospective investments, take +1 forward to the result. (Or: "Take +1 forward when you Spout Lore about prospective investments." Subtle difference.) Sheer Luck: Luck runs hot and cold for you. You gain +1 Capitalism from all "Capitalism, Ho!" results, but on a 6- you always draw someone's attention.
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# ? Sep 13, 2013 07:40 |
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Hey gnome, you probably said this somewhere already but I couldn't find it. Are you planning on doing something similar to Grim World with the base classes DW for Inverse World? Like giving them drives instead of alignments/races and sprinkling some IW flavor on their moves, equipment and bonds? If not, I was thinking of doing something like that for a little project.
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# ? Sep 13, 2013 20:58 |
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A new DW roundtable/hangout is starting about GM moves. Come watch! https://plus.google.com/110937611143261107555/posts/88zh5w2afUb
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# ? Sep 13, 2013 23:07 |
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Evil Mastermind posted:A new DW roundtable/hangout is starting about GM moves. Come watch! Edit: Actually, they nailed what I was asking -- things I thought were obvious signs of danger were not taken as such, and it didn't seem right to smack the players down with a huge consequence.
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# ? Sep 13, 2013 23:46 |
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Everything Counts posted:Okay I don't know if you've come up with anything else in the last couple of days, but here's what I've got. Yeah, I pitched it to the G+ community and got these: Bootstraps - You have a knack for creating something from nothing, whether you have to beg, borrow or steal, you always have at least +1 capital spent when your Money Talks. Sheer Luck - The odds are in your favor. Once per session, when you rely on luck rather than planning, it's as if you rolled a 10+ on a The Price of Success roll. I think they're all really good. Choices! I think I'm going to use your Sheer Luck move, and his Bootstraps move. And your Inheritance move, of course. Great stuff!
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# ? Sep 14, 2013 00:02 |
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WhiteHowler posted:They made fun of my question. I didn't make fun of your question.
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# ? Sep 14, 2013 00:03 |
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# ? Jun 6, 2024 15:31 |
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Ok, here's the 100% finished and updated Merchant Prince. Unless anyone sees a problem, that is. I never asked if I could update your class so I hope you're ok with it, Desty! http://www.mediafire.com/view/v9vltou7o4frvzb
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# ? Sep 14, 2013 00:27 |