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Evil Mastermind
Apr 28, 2008

The panel is up for those who missed it.

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Evil Mastermind
Apr 28, 2008

By the way, Tim Franzke (one of the other guys in the panel) wanted me to pass on word that he's got a lot of compendium classes that people might be interested in.

Len
Jan 21, 2008

Pouches, bandages, shoulderpad, cyber-eye...

Bitchin'!


What are some tips for making characters? I kind of want to try my hand at making Muscle Wizard.

Lemon-Lime
Aug 6, 2009

Len posted:

What are some tips for making characters?

1) read your character sheet

2) follow the instructions

3) put your high stats in the ones that are used for your starting moves

Mega64
May 23, 2008

I took the octopath less travelered,

And it made one-eighth the difference.

Len posted:

What are some tips for making characters? I kind of want to try my hand at making Muscle Wizard.

Take one of the fighter classes and cross out all the move names, replacing them with magic-sounding stuff.

Actually, that sounds like it'd be pretty awesome to do.

Len
Jan 21, 2008

Pouches, bandages, shoulderpad, cyber-eye...

Bitchin'!


Lemon Curdistan posted:

1) read your character sheet

2) follow the instructions

3) put your high stats in the ones that are used for your starting moves

Not really what I meant.

Mega64 posted:

Take one of the fighter classes and cross out all the move names, replacing them with magic-sounding stuff.

Actually, that sounds like it'd be pretty awesome to do.

Much closer to what I meant. And yeah that does sound awesome as hell.

Harrow
Jun 30, 2012

Mega64 posted:

Take one of the fighter classes and cross out all the move names, replacing them with magic-sounding stuff.

Actually, that sounds like it'd be pretty awesome to do.

You could also take the Mage or the Channeler and change all the +INT moves to +STR moves. I'm sure that'd screw up balance a bit but not so much that it wouldn't be possible to roll with it.

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

Len posted:

What are some tips for making characters? I kind of want to try my hand at making Muscle Wizard.

Here are a couple bits to throw into the idea mix:

Slidingdoor renamed The Fighter's moves to make The Warden, a Dryad character called Rist Who Quakes.

I haven't had a chance to play this one yet, but it's close to what you are looking for: Ovid The Mage of The Tower

Ich fucked around with this message at 03:37 on Sep 14, 2013

Overemotional Robot
Mar 16, 2008

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

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.

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.

Hope you don't mind but I went ahead and started typing your class up into playbook format. Here's the download:

http://www.mediafire.com/download/8xw0cxri13yycqb/The_Beguiler.docx


I only changed wording here and there when it made sense to clean up grammar, didn't change any mechanics or add anything.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

Harrow posted:

You could also take the Mage or the Channeler and change all the +INT moves to +STR moves. I'm sure that'd screw up balance a bit but not so much that it wouldn't be possible to roll with it.

The Channeler already rolls +CON for all their moves, make +STR their other good stat and you've got a solid muscle wizard right there. Also I may be working on something super secret regarding The Mage.

Elmo Oxygen posted:

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.

I am not planning to do any such thing! However, the IW book does have a huge list of Drives in it, with the suggestion that you can use them in place of your Alignment choices, with GM approval. If you do go through and mod all the base classes for IW Drives and BAckgrounds, this should be a good starting point to spring off of:

Inverse World Draft posted:


    • A Life of Adventure
    Take reckless and sudden action that puts an ally in danger.
    • Acceptance and Recognition
    Make someone acknowledge the effort you’ve put forth.
    • Ambition and Power
    Endanger others for your own gain.
    • Blasphemy
    Upset the rightful order.
    • Bringing the Light of Freedom
    Defeat a tyrant or subjugator.
    • Certain Superiority
    Harm someone who gets in your way.
    • Charity and Compassion
    Show mercy.
    • Creative Expression
    Make sacrifices for your art.
    • Defiance
    Break the law or defy authority.
    • Duty and Responsibility
    Take responsibility for the actions of another.
    • Evangelical Fervor
    Convert another to your cause.
    • Explore the World
    Go somewhere you’ve never been before and check it out.
    • Genuine Friendship
    Be there for a friend in need.
    • Guilt and Reparations
    Right a wrong, either yours or someone else’s.
    • Inevitable Betrayal
    Take advantage of another’s trust.
    • Inner Peace
    Settle a confrontation without violence.
    • Law and Order
    Bring someone to justice.
    • Money and Fortune
    Take risks for the sake of riches.
    • Personal Freedom
    Escape trouble without resolving it.
    • Revealing Truth
    Uncover a hidden truth or reveal corruption.
    • Saving the Day
    Dive into danger to protect someone or something important.
    • Self-Destruction
    Destroy something beautiful.
    • Self-Preservation
    Look out for yourself above all else.
    • Set Forth and Conquer
    Lead others into righteous battle.
    • Show Off
    Impress another with your wealth or skills.
    • True Love and High Adventure
    Defend the honor of a friend or lover.
    • Vengeance
    Defeat a personally important foe.
    • Vigilante Justice
    Render judgment for their crimes.
    • We’ll Get Through This Together
    Protect an ally from harm or poor decisions.
    • What’s Right and What’s Wrong
    Make a stand for something you believe in.
    • Worshipping the Divine
    Advance the agenda of your god.

madadric
May 18, 2008

Such a BK.

gnome7 posted:

The Channeler already rolls +CON for all their moves, make +STR their other good stat and you've got a solid muscle wizard right there. Also I may be working on something super secret regarding The Mage.


I am not planning to do any such thing! However, the IW book does have a huge list of Drives in it, with the suggestion that you can use them in place of your Alignment choices, with GM approval. If you do go through and mod all the base classes for IW Drives and BAckgrounds, this should be a good starting point to spring off of:

Those drives have gotten me thinking about setting something more short-term, a per-adventure goal players could pick as their source of XP, ad once its resolved they pick another. I also like the idea of both drives and goals being something that gets your character or their allies into trouble.

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

gnome7 posted:

[Stuff]
Also I may be working on something super secret regarding The Mage.

Oh, you tease, you! :v:

Fenarisk
Oct 27, 2005

I was going to take a crack at my Hexer/Pariah class again with a day off, but I noticed this pretty nice Hexblade over at the BFA forums, and how it does things a lot more simply/more narratively. I might revisit the idea between the two.

http://apocalypse-world.com/forums/index.php?topic=6456.0

Everything Counts
Oct 10, 2012

Don't "shhh!" me, you rich bastard!

Overemotional Robot posted:

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!

Awesome! Glad you were able to find some stuff, and I agree--that's a good Bootstraps move.

Sears Poncho
Oct 8, 2011
I really love the setting you get when you throw gamma world + d&d together (and the whole Jack Vance/Gene Wolfe dying earth kind of thing) and I've been thinking about throwing something together along those lines for dungeon world. This is still pretty brain stormy but I've been thinking about doing something like giving characters access to two sets of moves - one from whatever class, and one from a race book - so you can have yourself start out as a green four armed wizard and as you advance you can either choose a wizard move or a mutant move, also effectively starting out characters as level 2 or so. I'm not really sure where this leaves players who want to be a 'normal' human though.

I have in mind something fairly neutral in tone, able to cover everything from say Adventure Time to THundarr to Book of the New Sun

Sears Poncho fucked around with this message at 00:45 on Sep 15, 2013

Elderbean
Jun 10, 2013


Dungeon World has spoiled me, I don’t think I can use anything else for fantasy romps. I’ve been running games for my shipmates over the course of this deployment and being able pick everything up and play on short notice has been invaluable.

Elderbean fucked around with this message at 03:48 on Sep 15, 2013

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

Sears Poncho posted:

I really love the setting you get when you throw gamma world + d&d together (and the whole Jack Vance/Gene Wolfe dying earth kind of thing) and I've been thinking about throwing something together along those lines for dungeon world. This is still pretty brain stormy but I've been thinking about doing something like giving characters access to two sets of moves - one from whatever class, and one from a race book - so you can have yourself start out as a green four armed wizard and as you advance you can either choose a wizard move or a mutant move, also effectively starting out characters as level 2 or so. I'm not really sure where this leaves players who want to be a 'normal' human though.

I have in mind something fairly neutral in tone, able to cover everything from say Adventure Time to THundarr to Book of the New Sun

Sounds like fun, Sears Poncho.

I've thought of similar hacks for advancement, though I haven't written anything yet. Something along the lines of Race moves, instead of just one, and social class/background type moves. I suppose Class moves should be called Profession moves of something similar.

With what you are doing, 'normal' humans would benefit by becoming more specialized. Alternatively, you could come up with some background moves.

EscortMission
Mar 4, 2009

Come with me
if you want to live.

Elderbean posted:

Dungeon World has spoiled me, I don’t think I can use anything else for fantasy romps. I’ve been running games for my shipmates over the course of this deployment and being able pick everything up and play on short notice has been invaluable.

Yeah, when somebody tells me about how game X or game Y is imbalanced or hard to use, I have to bite my lip so people don't think I'm actually an android programmed to say "Use Dungeon World instead chucklehead."

The Supreme Court
Feb 25, 2010

Pirate World: Nearly done!

Ich posted:

Sounds like fun, Sears Poncho.

I've thought of similar hacks for advancement, though I haven't written anything yet. Something along the lines of Race moves, instead of just one, and social class/background type moves. I suppose Class moves should be called Profession moves of something similar.

With what you are doing, 'normal' humans would benefit by becoming more specialized. Alternatively, you could come up with some background moves.

This is pretty much exactly what I'm doing for my Pirate World hack! Currently referring them to Adjective playbooks as a terrible working title.

EscortMission
Mar 4, 2009

Come with me
if you want to live.

Overemotional Robot posted:

Hope you don't mind but I went ahead and started typing your class up into playbook format. Here's the download:

http://www.mediafire.com/download/8xw0cxri13yycqb/The_Beguiler.docx


I only changed wording here and there when it made sense to clean up grammar, didn't change any mechanics or add anything.

Oh man this is cool of you! It would've been even cooler if I hadn't been doing the same thing last night, making last minute tweaks to the wording on a few of the moves and coming up with sample names/looks/hairs/etc.

This is the final version of the Beguiler, unless anyone finds any ridiculous flaws in it.

http://www.mediafire.com/download/armlrbmnfzd608t/The_Beguiler.pdf

The Supreme Court
Feb 25, 2010

Pirate World: Nearly done!
Edit: file is totally fine when I view it after downloading, but it's impossible to read on dropbox! It could do with a note saying to ignore the preview on dropbox and just download it (unless that's already common practice, I'm not sure). Looks like this online:

The Supreme Court fucked around with this message at 12:35 on Sep 15, 2013

Fenarisk
Oct 27, 2005

Dropbox does this with a lot of PDF previews, it's not you.

Oo Koo
Nov 19, 2012
Does anyone have a link to a list of the spell names that appear in the actual dying earth books? I wrote this compendium class a few months ago inspired by what I've read of the dying earth books thus far. I left it unfinished, since I wanted to base the spell lists on primary sources, didn't feel like going through my dying earth omnibus page by page and couldn't find a list of the official spells. Everything I googled up was either a spell name generator or other original content.

E: I could just generate a bunch of spell names easily and pick the most interesting words from them, but that seems like it would be taking the easy way out.

Overemotional Robot
Mar 16, 2008

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

EscortMission posted:

Oh man this is cool of you! It would've been even cooler if I hadn't been doing the same thing last night, making last minute tweaks to the wording on a few of the moves and coming up with sample names/looks/hairs/etc.

This is the final version of the Beguiler, unless anyone finds any ridiculous flaws in it.

http://www.mediafire.com/download/armlrbmnfzd608t/The_Beguiler.pdf

Haha! I got bored and decided to type it up. About halfway through I thought, "I bet he's doing the exact same thing... nah." Either way, I'm thinking of offering this for my Dungeon Planet game when it gets all polished up. I really love it!

Mendrian
Jan 6, 2013

So I'm really loving the rules for DW so far but I have some pretty newb questions. I tried searching and wading through the thread but after 60+ pages it seemed like a lot of insider shop talk without a lot of basic questions:

1.) Monster Moves seem incredibly general and I'm not sure how to interpret them. "Charge!" or "Infect Wound" seem pretty straight forward (the monster attacks in the first case and maybe forces a +CON check in the second case) but others are a lot more nebulous. How do I define something like 'Eat Flesh' or 'Showcase Superhuman Strength'? Those feel like they should be incredibly dangerous hard moves but how do you figure out how difficult to make them?

2.) As a related question, what makes one monster more difficult than another monster? I know this is hardly 4e or even 13th Age where monsters have to be defined in terms of linear difficulty, but it seems odd to me that a special quality like 'Generates Electricity' is part of a monster's stat block and is taken into consideration for a 'harder' monster when it isn't entirely clear what that means. Though of course with that at least I can work with things like water and metal acting as a conductor for the monster.

Thanks!

Handgun Phonics
Jan 7, 2012

Mendrian posted:

So I'm really loving the rules for DW so far but I have some pretty newb questions. I tried searching and wading through the thread but after 60+ pages it seemed like a lot of insider shop talk without a lot of basic questions:

1.) Monster Moves seem incredibly general and I'm not sure how to interpret them. "Charge!" or "Infect Wound" seem pretty straight forward (the monster attacks in the first case and maybe forces a +CON check in the second case) but others are a lot more nebulous. How do I define something like 'Eat Flesh' or 'Showcase Superhuman Strength'? Those feel like they should be incredibly dangerous hard moves but how do you figure out how difficult to make them?

2.) As a related question, what makes one monster more difficult than another monster? I know this is hardly 4e or even 13th Age where monsters have to be defined in terms of linear difficulty, but it seems odd to me that a special quality like 'Generates Electricity' is part of a monster's stat block and is taken into consideration for a 'harder' monster when it isn't entirely clear what that means. Though of course with that at least I can work with things like water and metal acting as a conductor for the monster.

Thanks!

It is incredibly nebulous, but in a freeform way- a creature is stronger or weaker because of how it uses its abilities. In the second post there should be a link to the very informative Dungeon World Guide, which covers that in pretty good depth.

As to the first question- they aren't strict mechanics. If the monster move says "charge" it's not just some mechanical attack, it's a mass of monster muscle barreling over land toward the party, pointy bits first- what do they do in the face of this threat? If a monster move says "infect wounds", then maybe a few minutes after it grazes your arm, the cut starts throbbing- take another point of damage, take -1 forward (or ongoing!) to use of that arm, or maybe even Defy Danger when it distracts you in a critical moment.

Elderbean
Jun 10, 2013


Mendrian posted:

So I'm really loving the rules for DW so far but I have some pretty newb questions. I tried searching and wading through the thread but after 60+ pages it seemed like a lot of insider shop talk without a lot of basic questions:

1.) Monster Moves seem incredibly general and I'm not sure how to interpret them. "Charge!" or "Infect Wound" seem pretty straight forward (the monster attacks in the first case and maybe forces a +CON check in the second case) but others are a lot more nebulous. How do I define something like 'Eat Flesh' or 'Showcase Superhuman Strength'? Those feel like they should be incredibly dangerous hard moves but how do you figure out how difficult to make them?

Forewarning, I’m still new to the system, so all of this might be horribly wrong.

When you have an opportunity to make a hard move, you make it, there doesn’t have to be a save involved. Also, you can take something that’s seemingly a hard move and downgrade it if you don’t feel like damaging your players outright. For instance, you could ‘Separate Them’ by ‘Showcasing Superhuman Strength’ when the giant they’re fighting tears down an adjacent wall and creates a heap of impassable terrain between party members. The fighter and the druid are battling their foe while the wizard and bard are desperately trying to aid them from the other side!

Or you could toss them across the room; rip their armor off, etc.


Mendrian posted:

2.) As a related question, what makes one monster more difficult than another monster? I know this is hardly 4e or even 13th Age where monsters have to be defined in terms of linear difficulty, but it seems odd to me that a special quality like 'Generates Electricity' is part of a monster's stat block and is taken into consideration for a 'harder' monster when it isn't entirely clear what that means. Though of course with that at least I can work with things like water and metal acting as a conductor for the monster.

Thanks!

What makes a monster hard or easy entirely depends on how you handle the fiction. A monster that ‘generates electricity’ could represent a real challenge since anyone who gets close to it will be zapped, or maybe it unleashes arcs of electricity that incinerate arrows and bolts in midair. You have to make these things apparent to the players, drop lots of hints, put them under the impression that this creature won’t do down by conventional means and they’ll naturally gravitate toward other possibilities.

As long as it makes sense within the fiction, you can do it.

“Well, we can’t damage it with weapons; can I shoot the chandelier above in an attempt to crush it?”

Then you can make the chandelier its own obstacle.

Elderbean fucked around with this message at 21:01 on Sep 15, 2013

Lemon-Lime
Aug 6, 2009

Mendrian posted:

So I'm really loving the rules for DW so far but I have some pretty newb questions. I tried searching and wading through the thread but after 60+ pages it seemed like a lot of insider shop talk without a lot of basic questions:

I'd suggest you read EM/Scrape's DW guide, which is linked in the OP. It is filled with good examples of how to play through combat, including how to make monsters more or less dangerous.

In more general terms, Dungeon World is supposed to be a pretty lethal game, and some monster moves are going to hurt when a failed roll triggers them; this is normal. Of course, not every monster move is designed to apply to combat.

Mendrian
Jan 6, 2013

Thanks for the advice!

When it comes to lethality, I mean, I imagine a lot of that is in the DM's hands no? Like if a monster has a move like, I don't know, "Impale", that is hypothetically license to kill or maim a character if you have an excuse to use it - but like, you'd have to be kind of a dick to kill somebody with it on the first available hard move, right? Just because you can argue that a move would kill a character doesn't mean that you should?

Mendrian fucked around with this message at 02:23 on Sep 16, 2013

EscortMission
Mar 4, 2009

Come with me
if you want to live.

Mendrian posted:

Thanks for the advice!

When it comes to lethality, I mean, I imagine a lot of that is in the DM's hands no? Like if a monster has a move like, I don't know, "Impale", that is hypothetically license to kill or maim a character if you have an excuse to use it - but like, you'd have to be kind of a dick to kill somebody with it on the first available hard move, right? Just because you can argue that a move would kill a character doesn't mean that you should?

Getting impaled isn't necessarily a death sentence! Sometimes it's just an excuse to slide up a spear and murder the poor idiot who thought he was safe from your wrath on the other end.

You also don't have to impale people. Impale the environment, stab a scorpion tail through a tree, uproot the thing, and now your players have to deal with a giant scorpion swinging a tree at them. Whatever escalates the situation.

Ratpick
Oct 9, 2012

And no one ate dinner that night.
Monster moves like "eat flesh" are amazing, because they really allow you to showcase the fact that enemy attacks can do a lot more than just HP damage, something which a D&D-based mindset is not used to. When a player rolls that 6- while trying to hack and slash a ghoul, go ahead and describe the ghoul grabbing the character, ripping at their arm with its teeth, and the sound of crunching bone and breaking flesh as their arm starts to go limp. Then follow with "What do you do?"

Fenarisk
Oct 27, 2005

Just looking at the newest Grim World update and I'm not sure I'm totally on board with their monster design...either they're assuming a lot of straight up hack and slash flights with little maneuvering/defy danger, or they want a world where bears have almost double the HP of dragons and the same damage range :stare:

djw175
Apr 23, 2012

by zen death robot

EscortMission posted:

Getting impaled isn't necessarily a death sentence! Sometimes it's just an excuse to slide up a spear and murder the poor idiot who thought he was safe from your wrath on the other end.

You also don't have to impale people. Impale the environment, stab a scorpion tail through a tree, uproot the thing, and now your players have to deal with a giant scorpion swinging a tree at them. Whatever escalates the situation.

Evil Mastermind
Apr 28, 2008

Elderbean posted:

Forewarning, I’m still new to the system, so all of this might be horribly wrong.

When you have an opportunity to make a hard move, you make it, there doesn’t have to be a save involved. Also, you can take something that’s seemingly a hard move and downgrade it if you don’t feel like damaging your players outright. For instance, you could ‘Separate Them’ by ‘Showcasing Superhuman Strength’ when the giant they’re fighting tears down an adjacent wall and creates a heap of impassable terrain between party members. The fighter and the druid are battling their foe while the wizard and bard are desperately trying to aid them from the other side!

Or you could toss them across the room; rip their armor off, etc.
Not exactly, but you're close; monster moves are just that: moves. They're effectively added to your list of GM moves as things you can do when players make a move.

Like, with "Showcase superhuman strength" you can just say "The ogre grabs a huge boulder bigger than he is, and lifts it over its head with a roar. What do you do?" Then that sets up the players' next move ("I run up and stab him while he's open/I shoot him in the arm so he drops it on his head/I dive behind another boulder/I fire a magic missile at the boulder to shatter it"), which of course will set up your next GM move.

As for "Eat Flesh", well...it doesn't have to be the PCs' flesh, right? Maybe the zombie starts chomping on an NPC bystander, or on a dead or wounded monster that's also in the combat but not mutting up as much of a fight. Monster moves don't necessarily need to be about making the PCs' lives difficult, they're also there to showcase how that monster interacts with and reacts to the world.

For instance, here's the moves for the Goblin Taskmaster at the start of Jason Morningstar's "Slave-Pits of Dhrazu":

quote:

• Sound the alarm-the Whipmaster is nearby.
• Punish disobedient slaves
• Make a deal
Those aren't combat moves. Those are moves that explain and expand on the Goblin and what his deal is. From those moves, you can get an idea of how the goblin is probably going to act in a given situation: around slaves he's going to lord his power, and when the tables turn he's going to try to save his own rear end in one way or another.

Basically monster moves are those long "monster ecology" things boiled down to what you need to know right now.

Mendrian
Jan 6, 2013

All of that makes a great deal of sense. What I'm struggling with is that at some point you have follow through on your implications. How much damage does a boulder do? Does it do the same damage as the monster's standard damage? If so then it's always the same regardless of what I threaten. What happens when a zombie does 'Eat Flesh' on a PC? Do they just deal their damage?

I guess what confuses me is that we have a relatively small number of widgets to work with - we have HP, we have debilitating conditions, and we have things like -1 Forward or Ongoing. So what would you do with the following:

GM: The zombie stumbles forward, his teeth dripping with blood and viscera. He raises his head to bite. What do you do?
PC: I try to hit him in the head with a hatchet, take it off at the neck. Gotta aim for the head, after all.
Rolls: 4

What would you do? This is a call for a hard move if ever there was one. But do you just Deal Damage? How would you turn 'Eats Flesh' into a mechanical widget? Would you use one of the small list of available widgets or would you invent something wholesale?

EscortMission
Mar 4, 2009

Come with me
if you want to live.
Well start with "Eats Flesh" and then follow naturally from what a zombie would do.

"Your opponents vicious teeth sink into your flesh. You bellow and shove the shuffling corpse back, and while you have an opening now, your blood still runs cold. You can't stop thinking about what your chances of being infected are."

Its not an exact science, Dungeon World is very much a game of "yeah that sounds about right."

Kalleria
Jul 18, 2010
Well, yeah, the zombie will likely deal some damage. Maybe also a debility, which sets up nicely for the "infection turns you into a zombie" angle if that's a a thing zombies do in you game.

Inventing something wholesale is perfectly fine, but it doesn't have to be mechanical at all. Ratpick's example is a good one;

Ratpick posted:

When a player rolls that 6- while trying to hack and slash a ghoul, go ahead and describe the ghoul grabbing the character, ripping at their arm with its teeth, and the sound of crunching bone and breaking flesh as their arm starts to go limp. Then follow with "What do you do?"

There's no rules or numbers attached to a disabled arm, but there's sure as hell an effect. You swing wide, the zombie takes a bite out of your hatchet arm, and now you have a hard choice to make; do you put up your shield to protect yourself from further harm (Defy Danger) or drop the shield, take up your hatchet in your good hand, and keep fighting the monster? What about the possible long-lasting effects? How long will your arm be unusable, and how will you escape the horde of the undead with such an injury?

Ask yourself what any given situation could result in, and what consequences that could have. The rest should come naturally, as long as you aim to tell a thrilling story.

Sears Poncho
Oct 8, 2011
Been making a little progress with a Gamma World hack (and what the hell am I supposed to call this? it's already something world dammit). Race I'm thinking of as a compendium class that you choose at character start - my intention is to have players be roughly equivalent of a level 2 standard DW character at the start of the game. Still early going, but something like this:

quote:

Mutant
Most mutants are roughly humanoid but may be descended from beasts, plants, or even magical creatures. You may be part of a race of mutants with similar attributes, or you may be a unique specimen. At the start of the game choose one positive mutation for free, and take additional positive mutations if you choose a negative mutation to offset the cost. You also have the option of taking the following move when you level up:

Evolution: Your body continues to change in strange new ways. Select a new mutation from the list.

AI
You are a construct built from the technology of a long dead civilization. Choose a size, form and function from the options below (I picture this working kind of like designing a fighter's special weapon, each thing would have an appropriate bonus):

Size: small, medium, large
Form: humanoid, realistic android,
Function: industrial, military, information (+1 to spout lore/discern realities on ancient civilizations?)

Outlander
Some humans have survived the centuries by growing more hardy and resistant to the mutagenic effects of the wastelands. You have +1 CON and +1 on all rolls to defy danger involving radiation or mutation. Survival in this world is hard, as such you have had to diversify your skills. Choose a starting move from one other class at character creation. You may also choose new moves from that class when you level up.

Some other races I'm thinking of – Time Traveler, Swarm (like the swarm of rats from gamma world), I may also split mutant/mutant animal/mutant plant up.

I'm also going to have a bit on 'neutral' mutations - stuff like pointy ears or blue skin or whatever that doesn't have any mechanical effect.

Other things in progress – a list of mutations in a table for optional randomness (mostly just stealing these from old editions of gamma world and mutant future if you want to know what to expect), some rules from throwing mutations onto existing monsters, and some rules for technological artifacts which is really just a matter reskinning magical items, I particularly like the potential for ambiguity here – is that thing magic or a piece of technology?

RSIxidor
Jun 19, 2012

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

Sears Poncho posted:

Been making a little progress with a Gamma World hack (and what the hell am I supposed to call this? it's already something world dammit).

Gamma World World?
Irradiated Word?
Planet Gamma World?

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Penguin Patrol
Mar 3, 2005

by Fluffdaddy

RSIxidor posted:

Gamma World World?
Irradiated Word?
Planet Gamma World?

Gammapocalypse World!

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