Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
NinjaDebugger
Apr 22, 2008


RSIxidor posted:

I would make the sword even simpler and take the inspiration from "The Book of Swords" series and just make it heal instead whenever it would do damage.

Wayfinder
Whenever you concentrate on what you seek, roll+WIS. *On a 10+, the sword indicates the exact location of what you seek. *On a 7-9, the sword indicates the direction of what you seek.


This doesn't really capture the quirk of the blade, which was really half the point.

Wayfinder
Whenever you concentrate on what you seek, Wayfinder indicates the direction of the next step in getting to what you seek, and roll +WIS. *On a 10+, you're okay. On a 7-9, the GM makes a move. On a miss, the GM makes TWO moves.

Like the song says, the sword of wisdom lightens loads, but adds unto their risk.

Adbot
ADBOT LOVES YOU

thespaceinvader
Mar 30, 2011

The slightest touch from a Gol-Shogeg will result in Instant Death!
'The GM makes a move' really shouldn't be in any player moves.

Try 'on a 10+, you can follow the directions without any negative consequences. On a 7-9, something minor gets in your way, describe it. On a 6-, something major prevents you from getting any further; the GM describes it.

RSIxidor
Jun 19, 2012

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

Like I said, I haven't read the books but was still going for it because they ooze cool.

I agree thespaceinvader on that, looks better that way.

Fenarisk
Oct 27, 2005

I almost forgot, in the morass of playbooks and compendium classes flooding the market, how cool magic items are in DW.

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry

Fenarisk posted:

I almost forgot, in the morass of playbooks and compendium classes flooding the market, how cool magic items are in DW.

Yeah, I pulled Next's magic item generation system out when I wanted to gen a couple of things, and since it doesn't actually produce a magic item at the end as much as a bunch of descriptors, it worked pretty well.

quote:

The Torrent Spear is a pitted bronze pole topped by a sharpened hunk of red coral with strange absorptive powers. It functions as a normal spear. When you dip the Torrent Spear into or coat the Torrent Spear with one waterskin's worth of liquid, it absorbs it into the red coral and is charged. It can only hold 1 charge and takes some time and concentration to refill.

When you unleash a bolt of liquid from the Torrent Spear, pick a target within Near range and volley as normal - this attack gains the forceful tag. If you opt to expend ammo on a 7-9, you expend the charge.

When you unleash a wave of liquid from the Torrent Spear, you expend the water charge. Choose one enemy from targets in Reach range and roll +Str. On a 10+, choose 2, on a 7-9, choose 1.
  • you deal class damage to your chosen target and push it away
  • you push all other targets away
  • you open up your chosen target to an ally, giving them +1 forward against it.

quote:

The Clamor Shield is a beaten brass disc marked with musical notes in a forgotten and possibly diabolic notation scheme. It's uncomfortable to be too close to it when something hits it hard enough to make it ring, but you can use it as a shield and keep it muffled.

When you stand in defense and brandish the Clamor Shield, you always open up the attacker to an ally when you spend hold, in addition to whatever else you choose.

When you grit your teeth and beat your weapon against the Clamor Shield anyway, roll +con. On a hit, everything in melee with you (Close range) is momentarily disturbed - your allies take +1 forward against them. On a 10+, you manage to shake off the stun before anything else can take advantage of it.

And my players honked their Spout Lore roll to identify both of them, so I bribed them with XP to treat the first one as a staff that turned water into healing energy if you pointed it at yourself, and the second one as a shield that helped you maneuver in battle if you beat it with your weapon.

Mushrooman
Apr 16, 2003

Disco Dancin'
So I'm running a "Hexcrawlish" DW game, where at the end of each session the players tell me about a treasure they're going to go after next week, and I fill in the blanks. One of the players said the treasure she's going after is "A crystal ball that can tell the future," and I'm kind of torn as to how to make it work. Here's what I came up with so far:

quote:

Dawn's Eye

When you gaze through Dawn's Eye at the first light of the sun, you see a vision of an event that you will will witness before the next sunrise. Roll +int: *On a 10+, you get a clear picture of the future, and are perfectly prepared. When the event you saw comes to pass, tell the GM how you intervene and how it happened instead. *On a 7-9, you get a fuzzy picture of the future. When the event you saw comes to pass, tell the GM how you intervene and add your int as a bonus or penalty to a roll. *On a miss, your vision is cloudy and you're unable to read the future.

My other idea was to make it a "hold" type move, but this seems a lot more interesting. My goal is for it to be an interesting item to use, but I honestly have no idea how to do a miss effect with this sort of thing. Is "nothing happens" an acceptable miss effect, given that it's only usable once a day? Is this going to be incredibly destabilizing to the game somehow? I still have a week, but I'm not very experienced with writing moves and wanted to get some feedback and/or suggestions. Given how powerful the 10+ effect is, should I just have it be a straight roll instead of keying off a stat (in that case, I'd probably make the 7-9 result a flat +/- 2 modifier).

Sears Poncho
Oct 8, 2011
I don't think telling the future needs to be a move, use it as a tool to give glimpses of grim portents and so on as you see fit. Keep it vague. You could think of the crystal as having some sort of intelligence and showing the party what it wants them to know to get it back to it's true master, etc.

and who says they have to actually get to carry the thing around? Let 'em get once glimpse at the future with it, then have a bad guy steal it setting up some future conflicts or something.

Effectronica
May 31, 2011
Fallen Rib

RSIxidor posted:

I'm not sure on Coinspinner, Doomgiver, and Shieldbreaker.
And if you'd like to know what I'm talking about.
I've not actually read the books but a friend likes to talk about them a lot.

Coinspinner is a little on the edge of conventional PbtA approaches, but here's my idea:

When you carry the Sword of Chance, you may take +1 forward at any time, but when you do so, roll: on a 10+, the sword stays with you for now, on a 7-9, the sword disappears when it would be mildly inconvenient, or else when you attempt to use it next. On a 6-, the sword disappears at the worst possible moment, or else when you attempt to use it next.

This is of course mechanically weaker than what is presented in the series, but the incidental benefits should flow from the fiction.

I think that Shieldbreaker and Doomgiver should just be represented by pure fiction. If you wanted to make moves, they would be along the lines of:

When you wield Shieldbreaker, no weapon may harm you, and no magic may affect you, but you are completely defenseless against bare fists and feet.

When you hold Doomgiver, all evil and harm in your vicinity is returned to the originator, including that originating from you.

And just sum up the fictional effects.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

Mushrooman posted:

One of the players said the treasure she's going after is "A crystal ball that can tell the future," and I'm kind of torn as to how to make it work.

How about :
On a hit, the ball shows a terrible event that will come to pass if the PCs do not intervene.
On a 10+ it's clear from the vision where to go and what to do to stop it, though it still might not be easy.
On a 7-9 the vision is cryptic or lacks details, you will have to work that out for yourself.
On a 6- you are tired, frustrated or unhinged from staring at a crystal ball all night with nothing to show for it but a sense of impending doom.

RSIxidor
Jun 19, 2012

Folks who can't handle a self-reference paradox are real suckers.
A player having a magic ball could be very useful. It can always tie into your GM moves well. Even if they don't have a roll to get extra good predictions, always getting a hazy prediction could be interesting.

Boing
Jul 12, 2005

trapped in custom title factory, send help
Has anyone played with time travel mechanics in DW? I want my players to find a steampunk time machine or something, and it really deserves having its own move, but I'm stuck for how to make it interesting. I guess you could roll +Int to operate the machine and see if you go in the direction you want to go, how accurate you are, etc., but that doesn't really work in an exploration context (since if you're exploring you don't much care about where you're going anyway), and it doesn't much work in a targeted time travel context (since the story would depend on the players getting to where they need to get to). An interesting mechanic would be something like "On a 10+, hold 3, on a 7-9 hold 1, use hold to describe one important way in which things have changed, or have stayed the same", but it doesn't really make sense to roll for that. Any ideas?

Huckabee Sting
Oct 2, 2006

A stolen King, a burning ego, and a gas station katana.

Boing posted:

Has anyone played with time travel mechanics in DW? I want my players to find a steampunk time machine or something, and it really deserves having its own move, but I'm stuck for how to make it interesting. I guess you could roll +Int to operate the machine and see if you go in the direction you want to go, how accurate you are, etc., but that doesn't really work in an exploration context (since if you're exploring you don't much care about where you're going anyway), and it doesn't much work in a targeted time travel context (since the story would depend on the players getting to where they need to get to). An interesting mechanic would be something like "On a 10+, hold 3, on a 7-9 hold 1, use hold to describe one important way in which things have changed, or have stayed the same", but it doesn't really make sense to roll for that. Any ideas?

I think it should just be entirely fiction based. If you are sold on the idea of a roll just use Defy Danger +INT to determine how successful they are on operating a machine they have no training on. If they fail the roll have something crazy happen, like they switch bodies temporarily because they forgot to turn on the Molecular Restabilizer or something silly.I like the idea of time travel. If you keep good enough notes, or have an awesome memory it would be cool to go back to a point in their adventure and have them see themselves doing things.

Penguin Patrol
Mar 3, 2005

by Fluffdaddy

Boing posted:

Has anyone played with time travel mechanics in DW? I want my players to find a steampunk time machine or something, and it really deserves having its own move, but I'm stuck for how to make it interesting. I guess you could roll +Int to operate the machine and see if you go in the direction you want to go, how accurate you are, etc., but that doesn't really work in an exploration context (since if you're exploring you don't much care about where you're going anyway), and it doesn't much work in a targeted time travel context (since the story would depend on the players getting to where they need to get to). An interesting mechanic would be something like "On a 10+, hold 3, on a 7-9 hold 1, use hold to describe one important way in which things have changed, or have stayed the same", but it doesn't really make sense to roll for that. Any ideas?

How about something like...

When you use The Time Machine to travel through time and space roll +INT. *On a 10+ choose 3. *On a 7-9 choose 1.
-You travel to the correct time.
-You travel to the correct space.
-You land in a safe area.
-The machine requires no refueling.

The Supreme Court
Feb 25, 2010

Pirate World: Nearly done!
Butterfly Effect
When you mess with time and space, roll +WIS. On a 10+ you make a small, targeted change. Describe it.
On a 7-9, as above and time ripples with unintended effects; the GM chooses a Dire Portent and describes how your changes bring it to bear.

Elmo Oxygen
Jun 11, 2007

Kazuo Misaki Superfan #3

Don't make me lift my knee, young man.
On a 6- you accidentally become your own grandfather.

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry

Boing posted:

Has anyone played with time travel mechanics in DW? I want my players to find a steampunk time machine or something, and it really deserves having its own move, but I'm stuck for how to make it interesting. I guess you could roll +Int to operate the machine and see if you go in the direction you want to go, how accurate you are, etc., but that doesn't really work in an exploration context (since if you're exploring you don't much care about where you're going anyway), and it doesn't much work in a targeted time travel context (since the story would depend on the players getting to where they need to get to). An interesting mechanic would be something like "On a 10+, hold 3, on a 7-9 hold 1, use hold to describe one important way in which things have changed, or have stayed the same", but it doesn't really make sense to roll for that. Any ideas?

There was a discussion about something like this around five months ago.

petrol blue
Feb 9, 2013

sugar and spice
and
ethanol slammers
How much do I love DW? Well... I started with the concept of 'play a fairy' and end up with:

A food-obsessed fairy from a version of fae that actually is fantasy vietnam, who uses various spices as weapons.
She's a bit of a goon, honestly.

(e: The thing on her shoulder? "Gunthrack's Cornucopia", an enchanted pepper grinder. It's not as original as it sounds. Still awesome though.)

petrol blue fucked around with this message at 10:51 on Oct 2, 2013

Fenarisk
Oct 27, 2005

Now that I'm settled into my new job there is a lot of downtime during the day, so with the help of google drive and those awesome word document blank playbooks im going to finish my Binder/Warlock styled class, as well as possibly my Brute-like class (the wrestler one). I'm also thinking of doing some classes based off some neat video game classes, such as Guild Wars 2's Mesmer, it seems like it'd be a fun class to fit into DW mechanics.

Hugoon Chavez
Nov 4, 2011

THUNDERDOME LOSER

Fenarisk posted:

Now that I'm settled into my new job there is a lot of downtime during the day, so with the help of google drive and those awesome word document blank playbooks im going to finish my Binder/Warlock styled class, as well as possibly my Brute-like class (the wrestler one). I'm also thinking of doing some classes based off some neat video game classes, such as Guild Wars 2's Mesmer, it seems like it'd be a fun class to fit into DW mechanics.

There was one posted at the G+ group:
https://docs.google.com/file/d/0B_IwajDD13e2OTVRMkU5a09CVTg/edit?usp=sharing&hl=en&forcehl=1

It's kinda decent, I guess. I modified it a bit for my game (but none of my players wanted it :( )

I'd love to see a binder/warlock! One of my players wanted to play something like that, after he disliked the goon made Warlock.

Fenarisk
Oct 27, 2005

Hugoon Chavez posted:

There was one posted at the G+ group:
https://docs.google.com/file/d/0B_IwajDD13e2OTVRMkU5a09CVTg/edit?usp=sharing&hl=en&forcehl=1

It's kinda decent, I guess. I modified it a bit for my game (but none of my players wanted it :( )

I'd love to see a binder/warlock! One of my players wanted to play something like that, after he disliked the goon made Warlock.

The base idea isn't bad, with a few similarities to what I have in mind but I think the implantation weighs too much on combat and kind of lovely move/numbers balance. I don't have the binder or strong-man with me today on the drive but I'll take a crack at my own Mesmer.

Boing
Jul 12, 2005

trapped in custom title factory, send help

Fenarisk posted:

The base idea isn't bad, with a few similarities to what I have in mind but I think the implantation weighs too much on combat and kind of lovely move/numbers balance. I don't have the binder or strong-man with me today on the drive but I'll take a crack at my own Mesmer.

I actually started thinking about the word "Mesmer" the other day and decided it would be a great DW class. Then I saw EscortMission's Beguiler and liked that a lot - it sounds like what you want is somewhere halfway between the Beguiler and the Mesmer posted above. I'd love to see it.

I've been brainstorming a Rogue type class that combines some elements of the City Thief, the Dashing Hero and some sneaky trickster magic, but it feels pretty unfocused at the moment. Mainly I just want moves that let you steal everything that isn't nailed down, and advance moves that are like "You can steal abstract things like a person's memory or name", basically a Carmen Sandiego playbook. It's really a Thief archetype but the core DW Thief is a bit boring, so it'll probably end up being The Epic Thief or something like that.

Hugoon Chavez
Nov 4, 2011

THUNDERDOME LOSER

Fenarisk posted:

The base idea isn't bad, with a few similarities to what I have in mind but I think the implantation weighs too much on combat and kind of lovely move/numbers balance. I don't have the binder or strong-man with me today on the drive but I'll take a crack at my own Mesmer.

I agree, pretty much. I also didn't like the fact that you had to roll for every attack to see if the illusions got hit instead of you. Too many extra rolls.

Fenarisk
Oct 27, 2005

Alright, the Mesmer rough (rough) draft.

http://www.mediafire.com/view/zam340an51h1z5e/Mesmer.doc

As usual lay on the feedback/criticisms.

petrol blue
Feb 9, 2013

sugar and spice
and
ethanol slammers
I'm not sure about the Drives - They seem a bit too easy to fulfil, especially the Chaotic one. (e: re-reading, it might just be that Gaze Upon The Truth would seem to be enough, so that could just be tweaked out?) I'm also not totally sure what your mental image of a Mesmer is - to me, the word means something like an evil hypnotist, someone who should be tying people to railway tracks, but I get the impression that's not what you mean by it?

petrol blue fucked around with this message at 16:52 on Oct 2, 2013

Fenarisk
Oct 27, 2005

petrol blue posted:

I'm not sure about the Drives - They seem a bit too easy to fulfil, especially the Chaotic one. I'm also not totally sure what your mental image of a Mesmer is - to me, the word means something like an evil hypnotist, someone who should be tying people to railway tracks, but I get the impression that's not what you mean by it?

Guild Wars mesmers use illusions as a combat mechanic. Illusions are not so much personal based as they are bending light/sound/reality in a way that creates them for all to see, and then using those as a conduit for spells or for blowing them up like a glass explosion.

http://youtu.be/BiWcN0jmWiE

petrol blue
Feb 9, 2013

sugar and spice
and
ethanol slammers
Ah, thanks, that makes a lot more sense now.

But I still want "tie people to railway tracks and cackle" as a drive in something, anything. :drac: I guess it'd fit mastermind quite well.

RSIxidor
Jun 19, 2012

Folks who can't handle a self-reference paradox are real suckers.
I rather like GW2. It's almost unfortunate that most of their classes have mostly been covered in DW already.

Do we have a good Knight that isn't a paladin or templar playbook yet?

Len
Jan 21, 2008

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

Bitchin'!


Which do you guys think would work better: the party raiding ruins full of undead and finding the vampire already dead in his crypt with a knife that has a gold beholder on the handle or a living vampire that tries to talk the party into helping him in his power struggle against an evil beholder lich? I'm torn between the two ideas.

S.J.
May 19, 2008

Just who the hell do you think we are?

Len posted:

Which do you guys think would work better: the party raiding ruins full of undead and finding the vampire already dead in his crypt with a knife that has a gold beholder on the handle or a living vampire that tries to talk the party into helping him in his power struggle against an evil beholder lich? I'm torn between the two ideas.

Interacting with the vampire gives way more RP opportunities and the ability to use moves that you otherwise wouldn't, so I'd go with that one.

EscortMission
Mar 4, 2009

Come with me
if you want to live.

Fenarisk posted:

Alright, the Mesmer rough (rough) draft.

http://www.mediafire.com/view/zam340an51h1z5e/Mesmer.doc

As usual lay on the feedback/criticisms.

Man I wish I woulda thought of "Mesmer" as a name for my Beguiler, its just an all-around better name. My fault for not playing Guild Wars I guess!

Just some general critique down the line, since you asked.

The interaction between Mirror Image and Illusionary Servant is sort of difficult to understand, do I make shards with MI or IS? Are IS shards subject to the same rules as MI shards? Illusionary Servant might work better as an advance that automatically bolts onto Mirror Image, something like "when you make a shard, choose one of the following qualities for it, or spend an Illusion to choose three" and then list out the Illusionary Servant qualities. Rolling two INT checks is weird and slows things down. Also, on the topic of shards, enemies technically don't suffer debilities because they don't make rolls. They just become confused and stunned instead of Confused and Stunned if that makes any sense. Same idea, just different wording.

Speaking of shards again, actually, is there anything preventing me from using Shard Crafter to make two shards, and immediately exploding them for 2d8 damage in a blast of splinters made of myself as the most obnoxious, self-centered IED ever invented? Can I make FOUR shards and use myself as a human ladder? Please tell me I can. :getin:

Illusionary Enchantment is a pretty cool idea, but you should consider bumping the classes damage up to 1d6, letting them hit with +INT, or giving the +1d4 for free if you're going to give them a core ability that asks them to be in melee combat. Having Illusionary Enchantment as one of their starting moves tells me "the Mesmer does this all the time and its really simple but effective when they do it." If you want more of a buff-flavor, can they give their Illusionary Weapon to another person? Even better, does Illusionary Enchantment have to be a weapon? It would be cool to basically be a walking illusionary forge, making illusionary tools and weapons and armor all the time because even though they're not real, your magic makes them "real enough for our purposes." Also I know its probably the Guild Wars name but you're missing a great opportunity to use the name "Mind over Melee."

With the advances, I think overall you're straitjacketing yourself into only things that the class does in Guild Wars and its honestly giving off a little bit of an MMO vibe. Spread out your inspirations, have your moves naturally flow from your starting moves! If you want to focus on the Truth thing, look into inspiration with other psychics or seers. If you want to focus on shards you should look into Paizo's Summoner or other horde commander type classes. Maybe an ability that lets your shards to automatically Aid you or let you roll +INT to Hinder others from afar, or lets your shards attack people as if you were the one doing it so you're benefiting from this shard creation thing in ways that aren't "you heal some and thats cool" or "they explode and you aren't freaked out by exploding yourself as a combat tactic". There's a lot of growth potential in this class, its just not Dungeon Worldy enough yet.

But keep Dream Home ok, Dream Home is bangin. I'm so pissed at myself because I didn't think of it for my own class.

Also now I want to put together a Shardmind Mesmer that starts making Shards and exploding them to hit everyone with the shards until everyone is sick of the word "shard."

OK that's all I got. Hopefully its even remotely helpful.

EscortMission
Mar 4, 2009

Come with me
if you want to live.

Len posted:

Which do you guys think would work better: the party raiding ruins full of undead and finding the vampire already dead in his crypt with a knife that has a gold beholder on the handle or a living vampire that tries to talk the party into helping him in his power struggle against an evil beholder lich? I'm torn between the two ideas.

What's that, getting to negotiate help from a strange and shadowy ally against a common foe?

Then when the vampire gains a significant advantage after the death tyrant is dead, they get to fight their former ally, who has information on how to hurt them now?

Yes please.

Fenarisk
Oct 27, 2005

EscortMission posted:

Awesome Advice

Thanks a ton. I've actually been thinking over the concept, transferring it from a PC game to DW, and I've got a prime idea:

Changing the playbook to "The Lucid", a character who is blessed with the true sight to see the connection between the world of dreams and illusions, and of reality. His magic is based off projecting his own subconscious (the shards) or the hidden dreamscape which becomes a reality. "What is really the difference between dreams and reality? Let me show you...". Maybe even some moves changed up to induce nightmares/soothe the troubled thoughts of others. Something along an H.P. Lovecraft "Dreamlands" and Alienist vibe.

Anyway, some mechanical stuff:

1) Illusory Servant was meant to be the social starting move, so I'm going to change the name to something astral projection based as a non combat means to do stuff socially or using trickery against others, mostly outside of combat.

2) I need to specify Shards are real looking (and when shattered real hurting), but they are essentially an illusion that is incorporeal, so you can't stack them/climb them/etc. HOWEVER the point of the class in combat (and the fun part in Guild Wars) is just making GBS threads out Shards like crazy in combat and detonating them for effects/damage. People really do just teleport around creating clones and detonating them like IED's. I'm going to change the shatter damage to 1d4 to kind of reign that in and encourage that style of play.

3) Your idea for Illusory Enchantment is awesome, I'm just going to change it to creating a phantasmal weapon of any kind/size/etc, and just add some mods onto a class damage of 1d6.

I'm going to take out some advanced moves that fixing some base moves makes redundant, going to try making another 2 moves for 2-5 and 2 for 6-10 more Dungeon Worldly. Thanks again.

Len
Jan 21, 2008

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

Bitchin'!


For a little elaboration on what's going on in my game:

The king decided he wanted to expand his territory westward and hired this trade company to do just that. The players never asked but this has been tried by numerous kings over the years and nobody ever came back so clearly something keeps going wrong. This time though he's dead set on getting the job done. He hired the greediest trade company to make it happen and is promising land, weekly pay and pardons for crimes to anyone willing to go. The players are an assortment of people needing money and pardons.

They ran some goblins out of their camp and took it over because it's not far from the mountain pass used to cross into the region and some fresh water. Probably not the safest idea but it's better than nothing. I gave them some hooks to either explore what makes the blood curdling noises from the woods, a cave that was found in the mountain range, or some ruins out in the middle of the large lake. They just found a guy willing to make them a raft and that was where we called it a day.

Overall the past explorations are going to have been failed because of the beholder/vampire/some other third party I haven't thought of yet. And one way or another the ruins are going to kick off the "something bad is happening here" vibes and get the players on the hunt. I definitely like the idea of trying to make a deal using the vampire to get them against the beholder. Knowing my party they're going to instantly be planning to murder the vampire after the beholder, if they don't just kill him there and then go after the beholder. But yeah I'll probably go with the advice of the thread and try to negotiate.

Fenarisk
Oct 27, 2005

Vampire didn't ask for this undeath poo poo, and he usually just feasts on assholes eating no more than one or two a week, rationing it. That drat Beholder is such a dick, killing all the vampire's minions to keep him out and he kills indiscriminately! Hell, the vampire would be more than happy to share some treasure, some info on expanding the territory (maybe it was his old kingdom?), just KILL THAT drat ONE EYED rear end in a top hat!

Don't make him a brooding chump. Give him some charm and some quirk and your players might have a new favorite NPC.

wzzard
Nov 11, 2012

Boy, you sure say "damn" a lot.

Hell yeah.
If anyone is interested in some actual play recordings of Dungeon World, I GM a weekly game of DW using Roll20 that broadcasts live on twitch.tv on Thursdays @ 9PM Central called Webcams & Wizards and we've got videos of previous episodes on youtube. Tonight is our 6th session and 5th episode.

We use the following classes from this very thread:
  • Ergonomix's Mastermind
  • Mors Rattus' Initiate
  • Elmo Oxygen's Medic

ACValiant
Sep 7, 2005

Huh...? Oh, this? Nah, don't worry. Just in the middle of some messy business.

wzzard posted:

If anyone is interested in some actual play recordings of Dungeon World, I GM a weekly game of DW using Roll20 that broadcasts live on twitch.tv on Thursdays @ 9PM Central called Webcams & Wizards and we've got videos of previous episodes on youtube. Tonight is our 6th session and 5th episode.

We use the following classes from this very thread:
  • Ergonomix's Mastermind
  • Mors Rattus' Initiate
  • Elmo Oxygen's Medic

I watched your youtube of Episode 1: Part 1 and I enjoyed it. It's always cool to see how other groups run things.

wzzard
Nov 11, 2012

Boy, you sure say "damn" a lot.

Hell yeah.

Looselybased posted:

I watched your youtube of Episode 1: Part 1 and I enjoyed it. It's always cool to see how other groups run things.

Cool thanks! My friend Ben joins in the second episode and things somehow get wackier. Our live stream starts in about 40 minutes if anyone is interested.

madadric
May 18, 2008

Such a BK.
I read a conversation on the DW subreddit about making a pacifist class, so I thought I'd try my hand at making a compendium class.

Here's the first draft. its different from a lot of other compendium classes in that you get all the moves straight away, and can lose them all straight away too.

quote:


The Pacifist

When the horror of fighting has become too much, and you swear to lay down your arms and do no violence again in your life, gain the following moves immediately.

In the name of Peace
You have a new stat: Peace. Peace starts at 0, but can be raised to +3 or lowered to -3. Each time you roll +Peace, reduce the Peace stat after you have resolved the move.

Suffering Paragon
When you suffer harm without violently resisting, gain 1 Peace.

The Vow
When you choose not to intervene with violence to stop another’s suffering, gain 2 Peace.

Open Palm
When you peacefully stand firm to defend a place, person, or ideal in the face of violence or opposition, roll+Peace. *On a 10+, your resolve causes the aggressor to back off. *On a 7-9, they hesitate, or look for support from subordinates or superiors, the GM will tell you how.

Voice of Reason
When you speak passionately for finding a peaceful resolution to a tense, charged situation, roll+Peace. *On a 10+, your words move hearts and minds, and the situation calms down. *On a 7-9, Your words need some action or sacrifice to give them enough meaning - the GM will tell you what.

Breaking Point
When you forgo your vow of nonviolence and attack someone, roll+Peace. *On a 10+, your soul is stained by your disregard of your vow, lose all Pacifist moves and never take them again. In addition, you are now known as an oathbreaker wherever you go. *On a 7-9, your actions are understandable, but shake your belief in your cause, set your Peace to -3. *On a 6-, you justify your actions as necessary and right in this circumstance at least.

Handgun Phonics
Jan 7, 2012

madadric posted:

I read a conversation on the DW subreddit about making a pacifist class, so I thought I'd try my hand at making a compendium class.

Here's the first draft. its different from a lot of other compendium classes in that you get all the moves straight away, and can lose them all straight away too.

I feel like that last bit is kinda... bad. High rolls on the dice should always be good, right? You could make it roll-Peace, maybe, instead?

Adbot
ADBOT LOVES YOU

Fenarisk
Oct 27, 2005

Yeah that CC wouldn't last a day within the RPG community at best, and would piss off the rest of the group at worst.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply