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vulgey
Aug 2, 2004

Covered in blood and without any clothes. Where is my mother?
Just going to back to the one page dungeons I posted before here's something else for all your dungeon making madness:

http://davesmapper.com/

Random dungeons! :D (Just add monsters.)

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LordZoric
Aug 30, 2012

Let's wish for a space whale!
First off I'd like to congratulate The Supreme Court for the success Pirate World is enjoying! I happily backed it and I look forward to seeing where it goes. Luncheon World is what pushed me over the edge. My work group has been wanting to play an RPG over lunch for years now and this will probably be just what we wanted.

I had a quick question about the Golem playbook from Inverse World. We had a player try out the Golem, and keep arguing his way around the Unstoppable Force move, namely what does and does not constitute an "obstacle". I just naturally assumed it was any inanimate object blocking the party's way. This seems like a no-brainer, but I'd like to be able to tell that player that there is an official ruling on it.

Also gnome7, are you going to be tweaking any of the other alternate playbooks too? I'd love to see them given drives and backgrounds. It's hard to go back to alignment and race now that those exist.

Alumnus Post
Dec 29, 2009

They are weird and troubling. We owe it to our neighbors to kill them.
Pillbug

gnome7 posted:

wonderful things

These are really excellent! I agree with a lot of what people are saying, about Mage characters having an easy time gaining massive modifiers to their Cast a Spell rolls. I'm trying to get around this in my campaign right now, since one of my players hired a fat orc wizard for a hireling, and I'm hoping they won't just use him as a battering ram to solve all their problems. I wrote a couple semi-custom moves for him, working off the roughs of the new Pirate World hireling sheets. He has the tags intelligent, surly, coward and Costs: ham hocks & booze, protection, a listening ear. I'm not too happy with the last cost, and want to think of something new.

I wrote for him something that's basically CaS from the Mage playbook, with the distinction that the DM picks one consequence on a 10+, and two on a 7-9. Since he also has the tag coward, I rewrote the consequences list to represent that the hireling is never endangered by the consequences of his spells--just everybody else. And since he rolls +Loyalty for all his moves according to the PW rules, the modifier for CaS has the range -2 to +2. Me picking the consequences also reinforces that this isn't a PC they've hired, and lets me interpret the orders the party gives him in a way appropriate to his tags.

We haven't had a chance to really playtest the moves yet--there's only been the one roll for CaS so far--but it looks solid from my end. I might just go whole hog on this guy, pick a Focus for him (I don't really have one yet), and try to rewrite his spellcasting move in your style. Looking forward to seeing what the finished sheets look like!

RSIxidor
Jun 19, 2012

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

gnome7 posted:

My productivity is fueled by discussion.

Clock Mage preview edition: http://www.mediafire.com/?i39fa4nt313q7ms
Dragon Mage preview edition: http://www.mediafire.com/?nkbie8s1vmbds01

And I'll put the full versions up when I get art done for them.

Any chance you'll add that little bit at the top for race/species?

Also, on the Clock Mage. you've got some whitespace at the bottom. Easy place to put a note for tracking tick and tock.

Dragon Mage has a sweet rear end death move, gently caress yeah.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

LordZoric posted:

First off I'd like to congratulate The Supreme Court for the success Pirate World is enjoying! I happily backed it and I look forward to seeing where it goes. Luncheon World is what pushed me over the edge. My work group has been wanting to play an RPG over lunch for years now and this will probably be just what we wanted.

I had a quick question about the Golem playbook from Inverse World. We had a player try out the Golem, and keep arguing his way around the Unstoppable Force move, namely what does and does not constitute an "obstacle". I just naturally assumed it was any inanimate object blocking the party's way. This seems like a no-brainer, but I'd like to be able to tell that player that there is an official ruling on it.

Yeah. It is officially supposed to be inanimate objects in your way. I'd also consider allowing it for inconsequential mooks but anything living with more than 2 HP is probably not an obstacle.

quote:

Also gnome7, are you going to be tweaking any of the other alternate playbooks too? I'd love to see them given drives and backgrounds. It's hard to go back to alignment and race now that those exist.

I probably should, at some point.


RSIxidor posted:

Any chance you'll add that little bit at the top for race/species?

Also, on the Clock Mage. you've got some whitespace at the bottom. Easy place to put a note for tracking tick and tock.

Dragon Mage has a sweet rear end death move, gently caress yeah.

I swear I put a note for tracking Tick and Tock down there. Try reloading or redownloading the Clock Mage, it should be there.

Ratpick
Oct 9, 2012

And no one ate dinner that night.
I know this question comes up every now and again, but here goes: since a lot of old D&D modules are now available for purchase on dndclassics.com, I've been thinking of running a Dungeon World one-shot through adapting an old D&D module for Dungeon World. Which of the older modules work particularly well with Dungeon World? I've been mostly looking at the B series, because B/X is one of my favorite versions of D&D, but I'm open to other suggestions.

Fenarisk
Oct 27, 2005

I think I required way too many rolls. Ran the first session for a new group for 5 hours, and we have one person 1 xp from leveling, 2 that are level 2, one that is level 2 with 1 xp from 3 and two more hit 3 in the first session he failed so much. I think in the coming sessions I will try and elicit more info from one of the players and also cut back on rolling, because at this rate some people will hit level 10 in like 5-6 sessions.

Benly
Aug 2, 2011

20% of the time, it works every time.

Ratpick posted:

I know this question comes up every now and again, but here goes: since a lot of old D&D modules are now available for purchase on dndclassics.com, I've been thinking of running a Dungeon World one-shot through adapting an old D&D module for Dungeon World. Which of the older modules work particularly well with Dungeon World? I've been mostly looking at the B series, because B/X is one of my favorite versions of D&D, but I'm open to other suggestions.

I've always felt like the deliberately loose structure of The Lost City would lend itself well to Dungeon World.

100 degrees Calcium
Jan 23, 2011



Benly posted:

I've always felt like the deliberately loose structure of The Lost City would lend itself well to Dungeon World.

Seconding this. Besides basically being totally open-ended, it has a handful of very active factions for whenever the GM needs to play a Dungeon Move, and just tons of gonzo weirdness for everything else.

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

Fenarisk posted:

I think I required way too many rolls. Ran the first session for a new group for 5 hours, and we have one person 1 xp from leveling, 2 that are level 2, one that is level 2 with 1 xp from 3 and two more hit 3 in the first session he failed so much. I think in the coming sessions I will try and elicit more info from one of the players and also cut back on rolling, because at this rate some people will hit level 10 in like 5-6 sessions.

Just keep in mind, the XP gain will slow as they level up. They'll have higher stats, thus fewer failures and require more XP.

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

Alumnus Post posted:

I agree with a lot of what people are saying, about Mage characters having an easy time gaining massive modifiers to their Cast a Spell rolls.

I don't understand this statement at all. Could you please explain how one does this? Beyond bonuses from Aid and Discern Realities, how are Mages getting bonuses to their CaS move?

EscortMission
Mar 4, 2009

Come with me
if you want to live.

Ich posted:

I don't understand this statement at all. Could you please explain how one does this? Beyond bonuses from Aid and Discern Realities, how are Mages getting bonuses to their CaS move?

The +3 to INT from having an 18, then +1 from an Aligned Spell Focus, then +1 from Aid, then +1 from Discern Realities (Which are both pretty hard to get fictionally but w/e) makes +6 +5. Honestly I thought that bonuses were capped at +3 for the longest time, which proves me pretty wrong I suppose.

EDIT: oops what is math anyway

I think Aid MIGHT stack now that I'm thinking about it though, but outside of "we all get in a circle and say the spell together" I'm not sure how that would work.

EscortMission fucked around with this message at 00:04 on Nov 19, 2013

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

EscortMission posted:

The +3 to INT from having an 18, then +1 from an Aligned Spell Focus, then +1 from Aid, then +1 from Discern Realities (Which are both pretty hard to get fictionally but w/e) makes +6. Honestly I thought that bonuses were capped at +3 for the longest time, which proves me pretty wrong I suppose.

As was discussed last page, they do not get +1 from casting aligned spells.

UrbanLabyrinth
Jan 28, 2009

When my eyes were stabbed by the flash of a neon light
That split the night
And touched the sound of silence


College Slice

EscortMission posted:

The +3 to INT from having an 18, then +1 from an Aligned Spell Focus, then +1 from Aid, then +1 from Discern Realities (Which are both pretty hard to get fictionally but w/e) makes +6. Honestly I thought that bonuses were capped at +3 for the longest time, which proves me pretty wrong I suppose.

Again, not how Aligned Spell Focus works.

UrbanLabyrinth posted:

"When you weave a spell that is Aligned to your Focus, your modifier to the roll can't be less than +1."

This doesn't add +1, it means your total modifier (usually just your INT) is at least +1.

That's a total of +1 after any penalties (forward or ongoing) to the roll.

Bigup DJ
Nov 8, 2012

EscortMission posted:

The +3 to INT from having an 18, then +1 from an Aligned Spell Focus, then +1 from Aid, then +1 from Discern Realities (Which are both pretty hard to get fictionally but w/e) makes +6. Honestly I thought that bonuses were capped at +3 for the longest time, which proves me pretty wrong I suppose.

They're not capped at +3? That doesn't seem right. Also, the Aligned Spell Focus doesn't give you a +1 modifier, it just says your modifier can't fall below +1.

Anyway if I were trying to fix the Mage up I'd just limit them to casting spells which fall within their aligned elements and remove the +1 modifier limit. That goes for Ritual, too.

Edit: gnome7, which fonts did you use for that Dragon Mage sheet?

Bigup DJ fucked around with this message at 00:38 on Nov 19, 2013

Fenarisk
Oct 27, 2005

I'm looking at one of my players who got to level 3, and is using the Templar from the Grim World supplements...right now on a 10+ he does 1d10+1d4 damage due to an advanced move that lets him smite without using wrath, and if he uses a wrath he does 1d10+2d4. In addition, anything that strikes him (the other advanced move) takes an automatic 1d4 smite damage.

With the other main combat player being a Slayer who also got to level 3 (and took combat move advances), I have no idea how I am going to make combat (when it happens) the least bit challenging or anything less than a meat blender.

madadric
May 18, 2008

Such a BK.

Fenarisk posted:

I'm looking at one of my players who got to level 3, and is using the Templar from the Grim World supplements...right now on a 10+ he does 1d10+1d4 damage due to an advanced move that lets him smite without using wrath, and if he uses a wrath he does 1d10+2d4. In addition, anything that strikes him (the other advanced move) takes an automatic 1d4 smite damage.

With the other main combat player being a Slayer who also got to level 3 (and took combat move advances), I have no idea how I am going to make combat (when it happens) the least bit challenging or anything less than a meat blender.

Environmental dangers. Have the combat in an unstable environment - a burning building, a rumbling, quaking cave, atop a fast moving vehicle or creature, something that presents threats and dangers that can't simply be punched in the face.

Ratpick
Oct 9, 2012

And no one ate dinner that night.

Evil Sagan posted:

Seconding this. Besides basically being totally open-ended, it has a handful of very active factions for whenever the GM needs to play a Dungeon Move, and just tons of gonzo weirdness for everything else.

I went and bought it and yeah, this definitely looks like it would be fun to run. Even though as written it's supposed to take multiple sessions to finish I can just ignore a lot of the unnecessary monster encounters and just focus on the interaction between the four main factions for my Front and probably manage to run it as a one-shot.

This might just be me, but reading the adventure I'm getting a particularly eighties anti-drug PSA vibe from it, owing to the fact that the formerly great civilization in whose ruins the adventure is set in fell to decadence and constant partying. I might want to play up that particular weirdness when running the adventure, because the idea of a civilization that fell to constant frat-boy antics just sounds fun and stupid (and since I'll be running this adventure for my university RPG club it should lead to lots of fun at the expense of our own crazy university student culture).

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

Fenarisk posted:

I'm looking at one of my players who got to level 3, and is using the Templar from the Grim World supplements...right now on a 10+ he does 1d10+1d4 damage due to an advanced move that lets him smite without using wrath, and if he uses a wrath he does 1d10+2d4. In addition, anything that strikes him (the other advanced move) takes an automatic 1d4 smite damage.

With the other main combat player being a Slayer who also got to level 3 (and took combat move advances), I have no idea how I am going to make combat (when it happens) the least bit challenging or anything less than a meat blender.

I was having this issue and ended up overcompensating. The party was a 1st level Barbarian, a 2nd level Fighter and a second level Cleric. I pitted them against a bugbear in heavy armor made by some tinkering goblins. (damage: d10+6 forceful, 2 piercing, 4 armor) backed up by a dozen goblins with crossbows. That softened them up, then goblins threw in some tear gas (DD or take -1 ongoing) once the bugbear fell. Then the real threat came in, a construct made by the same goblins with area effect bolts that shot out of its chest and three big blades where each hand should have been. (damage: b[3d10]+6 forceful, 2 piercing, 20 HP, 5 armor. On their first hit, they had to DD or drop their weapon due to how heavy and solid it was.)

It very probably would have killed them all, but the cleric triggered Discern Realities and I he spotted the back hatch on the thing. He opened the hatch and killed the 2 goblin operators inside, saving the day.

For me that was quite a learning experience.

Also, fighting terrifying monsters can be rather challenging as well. The terrifying tag means they need to Defy Danger just to attack it. The danger being they freeze up or panic. We just have that once per battle or when the monster triggers it. Though, I suppose you could trigger it for every attack if you really wanted to give them a challenge.

vulgey
Aug 2, 2004

Covered in blood and without any clothes. Where is my mother?
Did anyone ever put the Spirit Catcher into playbook format?

sentrygun
Dec 29, 2009

i say~
hey start:nya-sh

vulgey posted:

Did anyone ever put the Spirit Catcher into playbook format?

I got lazy and never got around to it despite that easy .doc format one popping up. Also never really got a chance to see it in action. :smith:

vulgey
Aug 2, 2004

Covered in blood and without any clothes. Where is my mother?

sentrygun posted:

I got lazy and never got around to it despite that easy .doc format one popping up. Also never really got a chance to see it in action. :smith:

I'll probably make it up this week then as a friend is keen to play it :)

Alumnus Post
Dec 29, 2009

They are weird and troubling. We owe it to our neighbors to kill them.
Pillbug

Fenarisk posted:

I'm looking at one of my players who got to level 3, and is using the Templar from the Grim World supplements...right now on a 10+ he does 1d10+1d4 damage due to an advanced move that lets him smite without using wrath, and if he uses a wrath he does 1d10+2d4. In addition, anything that strikes him (the other advanced move) takes an automatic 1d4 smite damage.

With the other main combat player being a Slayer who also got to level 3 (and took combat move advances), I have no idea how I am going to make combat (when it happens) the least bit challenging or anything less than a meat blender.

I've got this problem now, except with a Paladin instead. He's level 4 after four sessions, and is pretty much a tremendous brick of meat that hates everything. 26 HP, 4 armor as long as he's questing (and he always is), and d10+3d4 damage once you factor in the Exterminatus and Smite moves he's got. He does tend to get into the most dangerous fights with the biggest enemies on the field, but the tremendous damage he puts out makes even the toughest-looking enemies I throw at him die much too easily. I meant for him, a session or two ago, to get tangled up in combat with a hugely obese half-orc, with something like 20 HP--killed in one hit.

How do I make combat more challenging, and actually dangerous for him? He takes damage, definitely, but his wood-chipper nature means nothing I put up against him stays alive for very long. Also, is there something I should be doing to limit his use of the Exterminatus move? Right now it seems he uses it a bit too freely, but I'm also not sure if that's how the move was intended to be used.


madadric posted:

Environmental dangers. Have the combat in an unstable environment - a burning building, a rumbling, quaking cave, atop a fast moving vehicle or creature, something that presents threats and dangers that can't simply be punched in the face.

I definitely mean to do this in future sessions. The party's heading out into the wilderness, so I'll have a bit more freedom as to what sort of hurt I can throw at them. Bar one set-on-fire prison complex, the party's arenas for combat have been pretty forgettable. On my agenda for future sessions is 'giant insects.' Some orcs ride warhorses: mine ride war wasps. :getin:

The Supreme Court
Feb 25, 2010

Pirate World: Nearly done!

Alumnus Post posted:

These are really excellent! I agree with a lot of what people are saying, about Mage characters having an easy time gaining massive modifiers to their Cast a Spell rolls. I'm trying to get around this in my campaign right now, since one of my players hired a fat orc wizard for a hireling, and I'm hoping they won't just use him as a battering ram to solve all their problems. I wrote a couple semi-custom moves for him, working off the roughs of the new Pirate World hireling sheets. He has the tags intelligent, surly, coward and Costs: ham hocks & booze, protection, a listening ear. I'm not too happy with the last cost, and want to think of something new.

I wrote for him something that's basically CaS from the Mage playbook, with the distinction that the DM picks one consequence on a 10+, and two on a 7-9. Since he also has the tag coward, I rewrote the consequences list to represent that the hireling is never endangered by the consequences of his spells--just everybody else. And since he rolls +Loyalty for all his moves according to the PW rules, the modifier for CaS has the range -2 to +2. Me picking the consequences also reinforces that this isn't a PC they've hired, and lets me interpret the orders the party gives him in a way appropriate to his tags.

We haven't had a chance to really playtest the moves yet--there's only been the one roll for CaS so far--but it looks solid from my end. I might just go whole hog on this guy, pick a Focus for him (I don't really have one yet), and try to rewrite his spellcasting move in your style. Looking forward to seeing what the finished sheets look like!
This hireling sounds awesome! For costs, you could include something like "a long sleep", or something to emphasise a lazy nature? You could go with just plain "rest" and then extrapolate that to make the orc demand to be carried around by someone in your party when he gets tired.

The move looks good as is (+Loyalty is probably harder to sustain than +Int for a Mage!); I absolutely love that the consequences always backfire on the party instead. If you are finding your players using him as a battering ram, you could relax this a bit and make the orc take an Injury or two; Hireling Loyalty and Injuries are treated as resources in PW just like any other player resources, so feel free to use them up with GM moves!

LordZoric posted:

First off I'd like to congratulate The Supreme Court for the success Pirate World is enjoying! I happily backed it and I look forward to seeing where it goes. Luncheon World is what pushed me over the edge. My work group has been wanting to play an RPG over lunch for years now and this will probably be just what we wanted.
Thanks! It's been just awesome to see people enjoying the content so far. I can't wait to get it all released :)

vulgey
Aug 2, 2004

Covered in blood and without any clothes. Where is my mother?

sentrygun posted:

I got lazy and never got around to it despite that easy .doc format one popping up. Also never really got a chance to see it in action. :smith:

Here it is in the doc template. Needs names, bonds, looks and probably needs the formatting tidying up a little but it's all in there at least :)


https://www.dropbox.com/s/radp68x8f3egcy4/The%20Spirit%20Catcher.docx

madadric
May 18, 2008

Such a BK.

Alumnus Post posted:

I've got this problem now, except with a Paladin instead. He's level 4 after four sessions, and is pretty much a tremendous brick of meat that hates everything. 26 HP, 4 armor as long as he's questing (and he always is), and d10+3d4 damage once you factor in the Exterminatus and Smite moves he's got. He does tend to get into the most dangerous fights with the biggest enemies on the field, but the tremendous damage he puts out makes even the toughest-looking enemies I throw at him die much too easily. I meant for him, a session or two ago, to get tangled up in combat with a hugely obese half-orc, with something like 20 HP--killed in one hit.

How do I make combat more challenging, and actually dangerous for him? He takes damage, definitely, but his wood-chipper nature means nothing I put up against him stays alive for very long. Also, is there something I should be doing to limit his use of the Exterminatus move? Right now it seems he uses it a bit too freely, but I'm also not sure if that's how the move was intended to be used.


I definitely mean to do this in future sessions. The party's heading out into the wilderness, so I'll have a bit more freedom as to what sort of hurt I can throw at them. Bar one set-on-fire prison complex, the party's arenas for combat have been pretty forgettable. On my agenda for future sessions is 'giant insects.' Some orcs ride warhorses: mine ride war wasps. :getin:

You can also treat horde creatures as a true horde. Sure, the paladin may be slaying a half dozen goblins with every mighty swing, but when they are literally swarming over everything in an unstoppable tide of grey flesh and gibbering hatred, it stops being about how many of them you have to kill, and instead about how long you can hold them off. At this point, the enemy force itself becomes an environmental hazard for the group to navigate and wade through.

You can also think about making your monsters more proactive, or passively dangerous. "It's made of liquid acid" poses some very interesting fictional challenges to someone whose method is "I walk up and stab it."

Lemon-Lime
Aug 6, 2009
You should be using the other GM moves, most notably "reveal an unwelcome truth," "use up their resources," "show a downside to their class/race/equipment" and "turn their move back on them."

Stomping around in full plate is going to draw attention. It's going to trigger traps. It's going to be a downside when fighting enemies who can use it to their advantage (acid monsters, monsters who just need to touch the armour to do bad stuff, monsters with lightning powers, etc.). Think of the in-fiction consequences of being a plate-wearing fanatical murderer, and use those as compromises and failure results.

Alumnus Post
Dec 29, 2009

They are weird and troubling. We owe it to our neighbors to kill them.
Pillbug

Lemon Curdistan posted:

You should be using the other GM moves, most notably "reveal an unwelcome truth," "use up their resources," "show a downside to their class/race/equipment" and "turn their move back on them." Think of the in-fiction consequences of being a plate-wearing fanatical murderer, and use those as compromises and failure results.

I definitely have been showing him the downsides to his actions. I've had to write a couple completely new Grim Portents after the Paladin ritually sacrificed a bunch of civilians in broad daylight, and after the Artificer set the city's prison complex on fire with a poorly-aimed gadget shot. Now the city's practically lawless and in the middle of a race riot, and who knows where it's going to go next? But in combat, not so much. I haven't had a good fictional reason to bring threats to bear that are capable of actually harming the sonofabitch, but I'll be keeping that in mind for next session.

What I've been doing to try and dissuade him from using Exterminatus or his other easy-to-trigger moves too much is to "reveal an unwelcome truth:" his god isn't too happy with his reckless use of Its gifts to him, so maybe he should lay off or It'll get angry at him. This might not be the best thing to do, though, and I'm hoping there's a way to do it better.


madadric posted:

You can also think about making your monsters more proactive, or passively dangerous. "It's made of liquid acid" poses some very interesting fictional challenges to someone whose method is "I walk up and stab it."

The funny thing is, the player for the Paladin is actually an experienced martial artist. So instead of "I walk up and stab it," what he does to trigger a Hack and Slash is more "use me as a guinea pig to demonstrate some crazy taekwondo technique." It makes for great in-fiction fun, and gives me plenty of opportunities to turn a flashy move back on him, or to have an opponent break his grab or counter him, or something similar that might happen in a real fight. He's actually thrown away his starting longsword and is doing damage with just his fists now. I'm looking forward to seeing how he tries to fight things that aren't shaped like people.


The Supreme Court posted:

This hireling sounds awesome! For costs, you could include something like "a long sleep", or something to emphasise a lazy nature? You could go with just plain "rest" and then extrapolate that to make the orc demand to be carried around by someone in your party when he gets tired.

The move looks good as is (+Loyalty is probably harder to sustain than +Int for a Mage!); I absolutely love that the consequences always backfire on the party instead. If you are finding your players using him as a battering ram, you could relax this a bit and make the orc take an Injury or two; Hireling Loyalty and Injuries are treated as resources in PW just like any other player resources, so feel free to use them up with GM moves!

Thank you so much! :3: This is high praise, and I'm really pleased you like the idea. If you're interested, I could post the full hireling sheet for you. Maybe we could work out ways to improve on it?

The Supreme Court
Feb 25, 2010

Pirate World: Nearly done!

Alumnus Post posted:

Thank you so much! :3: This is high praise, and I'm really pleased you like the idea. If you're interested, I could post the full hireling sheet for you. Maybe we could work out ways to improve on it?

I'd love to see it. Also, that campaign sounds badass!

Alumnus Post
Dec 29, 2009

They are weird and troubling. We owe it to our neighbors to kill them.
Pillbug
Okay, sure! I had Discworld's Rincewind in mind when I made this guy, as well as giving the party's Bard opportunities to fluff out the world more, and find out more about the current big antagonist: orcs. I was even going to call him a 'wizzard,' but went with 'magician' in the end to represent his nature as the kind of person who wouldn't be out adventuring, like the DW Wizard would be. The name is from the Sumerian King List.

Dumuzid, orc magician
d4 damage: intelligent, surly, coward
Loyalty (-2 to +2): [] [] | [X] | [] []
Injured: []

Most orcs are muscle-bound and heavily armed. This one has a bit of a potbelly and is dressed in a stained set of old wizard’s robes. Dumuzid doesn’t talk much about what led him to leave his tribe’s totems behind to pursue a life of scholarship.

Costs: ham hocks and booze, protection, rest
Instinct: look out for number one

Cast a Spell
When you order Dumuzid to cast a spell, roll +Loyalty. His spells deal d4 damage.
On a 10+, he does it, but the DM picks one:
- He takes a while to do it.
- His spell affects either way too much or way too little.
- The effects won’t last very long.
- The spell puts somebody else in a spot.
On a 7-9, the same, but the DM picks two.
On a 6-, he’s too scared or drunk to do it right. He still casts a spell, but you’ll regret asking him to.

Back in My Day...
When you ask Dumuzid about his history, roll +Loyalty:
On a 10+, he tells you something useful, with only a few details confused or vague.
On a 7-9, the same, but you’ll have to pay one of his Costs first.
On a 6-, he tells you something completely false, or he forgets something crucial. You don’t know which.

The Supreme Court
Feb 25, 2010

Pirate World: Nearly done!
I love the hireling, and couldn't resist a quick mock-up! Unfortunately, it had to be a very quick mock up as I have very little time tonight, and it's turned out tiny and full of artifacts:



It just seemed to fit brilliantly with the illustration goon Elderbean showed earlier. I'll do it better tomorrow! Also, it still has the tick boxes next to his moves. Whoops.
Here's the playbook .SVG file and the Orc Image if you want to play around with either.

I really, really like the moves, especially the one about getting more of Dumuzid's history. The 6- options I've included for hirelings are purely suggestions; feel free to do something else on a failure! I'll have better critique tomorrow.

The Supreme Court fucked around with this message at 01:08 on Nov 21, 2013

Bigup DJ
Nov 8, 2012

This is really cool but Back in My Day... is a bit vague in regards to its benefits. I'd remove Protection and Rest from his Costs because I'm assuming your average hireling's going to expect both of those no matter what. Fulfilling them doesn't really count for anything because they're basic obligations - Costs should be exceptional. Consider replacing them with "Endure one of Dumuzid's old stories".

In addition to that, here's a rewrite for Back in My Day...:

"When you seek advice from Dumuzid, roll+Loyalty. He will regale you with a story of his youth relevant to your question (Cut?). Take +1 forward when acting on its lessons.
On a 10+, the story is largely coherent and its lessons are sound.
On a 7-9, the story leaves out some major details and the lesson isn't immediately clear.
On a 6-, the story is incoherent, and its lessons are insane and grossly immoral."

As always, 6- is just a suggestion. Other suggestions for 9- include Dumuzid rambling on so long that you fall asleep and miss something, being confused into submission - take a debility for Wisdom or Intelligence - or maybe Dumuzid gets confused and mistakes your for a character from his story. I just like the idea that you could act on the lessons and take the bonus no matter how awful or disjointed the story was.

I think my 7-9 could do with a bit of work.

Bigup DJ fucked around with this message at 02:34 on Nov 21, 2013

vulgey
Aug 2, 2004

Covered in blood and without any clothes. Where is my mother?
Maaan I'm so excited for Pirate World. I've got plans for my group that love one shots to essentially make them own a time and dimension travelling pirate ship. Mainly this is my excuse to slip in one shot adventures that wouldn't make sense in normal Dungeon World campaigns as well as some epic ship combat. I want to mix it up with Inverse World too but it's been a while since there was any update on that being released :(

Boing
Jul 12, 2005

trapped in custom title factory, send help

Bigup DJ posted:

Take +1 forward when acting on its lessons...

On a 6-, the story is incoherent, and its lessons are insane and grossly immoral."

... I just like the idea that you could act on the lessons and take the bonus no matter how awful or disjointed the story was.

Hahaha yesss, this would be amazing

EscortMission
Mar 4, 2009

Come with me
if you want to live.
I have built an entire GMing career out of my players not needing NPCs in their party. If there's a hole, I try to work around it. If there are no thieves, its clearly because nobody was interested in doing thievey stuff. If there are no clerics, its clearly because nobody was interested in god stuff.

So help me god Supreme Court if the new Hirelings rules make having NPCs in the party fun, well, I'm just not sure what I'll do.

Alumnus Post
Dec 29, 2009

They are weird and troubling. We owe it to our neighbors to kill them.
Pillbug

Bigup DJ posted:

This is really cool but Back in My Day... is a bit vague in regards to its benefits. I'd remove Protection and Rest from his Costs because I'm assuming your average hireling's going to expect both of those no matter what. Fulfilling them doesn't really count for anything because they're basic obligations - Costs should be exceptional. Consider replacing them with "Endure one of Dumuzid's old stories".

In addition to that, here's a rewrite for Back in My Day...:

"When you seek advice from Dumuzid, roll+Loyalty. He will regale you with a story of his youth relevant to your question (Cut?). Take +1 forward when acting on its lessons.
On a 10+, the story is largely coherent and its lessons are sound.
On a 7-9, the story leaves out some major details and the lesson isn't immediately clear.
On a 6-, the story is incoherent, and its lessons are insane and grossly immoral."

As always, 6- is just a suggestion. Other suggestions for 9- include Dumuzid rambling on so long that you fall asleep and miss something, being confused into submission - take a debility for Wisdom or Intelligence - or maybe Dumuzid gets confused and mistakes your for a character from his story. I just like the idea that you could act on the lessons and take the bonus no matter how awful or disjointed the story was.

I think my 7-9 could do with a bit of work.

You hit the nail on the head with Grandpa Simpson's rambling stories. "Five bees for a quarter :bahgawd:" is exactly what I was thinking of when I wrote that move. I think I'll use your version mostly as-is. Maybe I can figure out some way to change up the 7-9 options. I agree with you that the Costs I have down for him are pretty conventional, but I was thinking of him wanting them to an extreme: being able to cower behind the party when even the slightest danger threatens, or demanding a rest (and five pounds of ham) when the party is pressed for time. I'll post more about how the party interacts with him more once we have our next session.


EscortMission posted:

So help me god Supreme Court if the new Hirelings rules make having NPCs in the party fun, well, I'm just not sure what I'll do.

Hirelings are kind of a midway point between a DMPC and an ordinary NPC, so I wanted to make him deliberately non-heroic. This way, I won't be tempted to lead my own party when it's them should be doing the leading. Maybe doing something similar in your campaigns would be a good idea?

Overemotional Robot
Mar 16, 2008

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

vulgey posted:

Maaan I'm so excited for Pirate World. I've got plans for my group that love one shots to essentially make them own a time and dimension travelling pirate ship. Mainly this is my excuse to slip in one shot adventures that wouldn't make sense in normal Dungeon World campaigns as well as some epic ship combat. I want to mix it up with Inverse World too but it's been a while since there was any update on that being released :(

We actually started our Pirate World game last Friday and my guys are loving loving it. I heavily modified the Pirate playbook to be almost exactly like Kenway from AssCreed: Black Flag (because that's what he wanted to play), and we have a Fanatic, Captain, Dashing Hero, and Brute. I bought a supplement from DriveThru called Pirates! or something but it was waaaaay too numbers heavy so I made my own ship playbook based on the Captain's playbook and some other stuff. Our Captain actually had a choice of brig, corvette, frigate, galleon, and man o' war - all with different stats - that he could enhance through play and through taking moves in his playbook. They seemed to like that a lot (they named it Death's Bastard :yarr:) and we had a great first ship to ship fight where a giant genji crab interrupted and ripped into the ships.


We ended up with a fairly realistic world by playing Microscope. We have no magic, a bunch of empires, and only two races: humans and half elves. What's neat is that the half elves ended up being like the Mayans with their ruins scattered everywhere. They also apparently worshiped the Deep Ones.

Overemotional Robot fucked around with this message at 23:44 on Nov 21, 2013

The Supreme Court
Feb 25, 2010

Pirate World: Nearly done!

EscortMission posted:

So help me god Supreme Court if the new Hirelings rules make having NPCs in the party fun, well, I'm just not sure what I'll do.

Haha, I hope it lives up to this! The new rules are deliberately as simple as possible, and get out of the way so you can just have some expendable unique characters on your team. They count as player resources; I thoroughly expect a GM to smash them up, strip their loyalty and enjoy putting them in dangerous situations. Giving each just one or two custom moves should make them interesting but still focused, so they don't draw attention away from the real stars.

In the current draft there are four simple Hireling moves:

Recruit: When you draft a character or monster in to your team, pick an appropriate entry or Create a Hireling. The GM will give you their Loyalty and Injury stats based on your Recruitment method.
Order Hireling: When you order a hireling to do something risky, roll +Loyalty. On a 10+ they do it successfully. On a 7-9, pick one: they demand a Cost first, take an Injury during, or place themselves in a spot afterwards.
Melee Combat: When your hireling fights an opponent in melee combat, roll +Loyalty. On a 10+ they deal their damage. On a 7-9, they also take an Injury or demand a Cost.
Ranged Combat: When your hireling shoots at someone, roll +Loyalty. On a 10+ they deal their damage. On a 7-9, something has gone wrong! Pick one:
* they also hit something unintended
* they run out of ammo
* they put themselves or you in a spot

Notes:
Cost: If a Hireling demands a Cost and it isn't fulfilled immediately, they'll lose Loyalty. Very loyal Hirelings (i.e. +2 and +3) will be momentarily satisfied with promises of fulfilling their cost.

Things I'm deciding on:
* Instincts - every Hireling has an instinct, which is what they want to do if not ordered around. Am thinking about tying it in to the basic moves, e.g. +1 Loyalty when successfully ordered to do something instinctual.
* Main moves - the two combat moves could potentially be folded into the single "Order Hireling" move, though I prefer having the options distinct.
* Melee Combat: I'm quite tempted to make hirelings always take an Injury in melee combat. It's also important to note that this only triggers vs relatively equal opponents; a man-at-arms hireling engaging a dragon in melee combat is just going to get set on fire and then eaten.
* Melee Combat: Am thinking about putting in an option that could replace deal damage, "open an opportunity". E.g. the Black Magic background has spells that trigger when you place your hands on an enemy's bare skin and chant, a Hireling opportunity could allow you to say your enemy is distracted, allowing the sorcerer to sneak in and cast the curse.

There are also rules for using crowds and mobs as Hirelings. They're vastly more likely to lose Loyalty, damage something unintended and change targets.

Overemotional Robot posted:

We actually started our Pirate World game last Friday and my guys are loving loving it. I heavily modified the Pirate playbook to be almost exactly like Kenway from AssCreed: Black Flag (because that's what he wanted to play), and we have a Fanatic, Captain, Dashing Hero, and Brute. I bought a supplement from DriveThru called Pirates! or something but it was waaaaay too numbers heavy so I made my own ship playbook based on the Captain's playbook and some other stuff. Our Captain actually had a choice of brig, corvette, frigate, galleon, and man o' war - all with different stats - that he could enhance through play and through taking moves in his playbook. They seemed to like that a lot (they named it Death's Bastard :yarr:) and we had a great first ship to ship fight where a giant genji crab interrupted and ripped into the ships.

This game sounds so drat cool. Have you written any more about it? Death's Bastard is a brilliant name for a ship!

vulgey posted:

Maaan I'm so excited for Pirate World. I've got plans for my group that love one shots to essentially make them own a time and dimension travelling pirate ship. Mainly this is my excuse to slip in one shot adventures that wouldn't make sense in normal Dungeon World campaigns as well as some epic ship combat.
:yarr: I can't wait until I get this content out to you guys! Ship combat is frantic and chaotic, unless your crew is crazy well organised (and even then...).

The Supreme Court fucked around with this message at 00:36 on Nov 22, 2013

Overemotional Robot
Mar 16, 2008

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

The Supreme Court posted:

There are also rules for using crowds and mobs as Hirelings. They're vastly more likely to lose Loyalty, damage something unintended and change targets.

Would you be willing to share a sample of this? I've made up my own system where they can hire on different kinds of crew that have different Loyalty, injury boxes, Costs, Instincts, and damage, but it would be nice to have something to base it all on.

The Supreme Court posted:

This game sounds so drat cool. Have you written any more about it? Death's Bastard is a brilliant name for a ship!

It's great fun. They absolutely loved their first ship battle. The Captain rammed the enemy ship, and while the hulls scraped together the Brute leapt over onto the ship, took out some marines, and shoulder rammed their main mast down. At the same time the AssCreed Pirate ran along the topsail and used some ropes to swing down into a group of guys to distract those using muskets.

We have our second game tomorrow night. We should have a wiki up at some point to follow the story, NPCs, and characters. I agree that it's an awesome name. Much better than the Captain's first name: The Mermaid's Dream. He got a little too much chaff for that and changed it :p

By the way, our Captain said he looks like Nemo from League of Extraordinary Gentlemen, and our Dashing Hero is like Tyrion Lannister.

Oh, and I'm the guy on G+ that contacted you about the Ancient Mariner background. The idea was to get it worked up to something decent before I backed at a higher level, so I'm going to throw it up to the community tomorrow and have them tear it apart after I add some more to it.

Overemotional Robot fucked around with this message at 05:24 on Nov 22, 2013

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The Supreme Court
Feb 25, 2010

Pirate World: Nearly done!
Absolutely! I have no time right now, but I'll be working on Pirate World all night. I'll start with getting the crowd and crew Hireling rules to you (how a Hireling group interacts with a ship as a crew is slightly different). I'd love to see your own system, and see how it differs. I generally just describe Hireling groups as a single Hireling with multiple bits. e.g.
* Dwarven Cultists: horde, intelligent, goggles. Deal d6 damage using lightning prods. Costs: new inventions, precious metals, strange gadgets. Instinct: to stay in the dark.

Overemotional Robot posted:


It's great fun. They absolutely loved their first ship battle. The Captain rammed the enemy ship, and while the hulls scraped together the Brute leapt over onto the ship, took out some marines, and shoulder rammed their main mast down. At the same time the AssCreed Pirate ran along the topsail and used some ropes to swing down into a group of guys to distract those using muskets.
Yesss! This is exactly how I envision ship battles, with the entire location as a shifting danger/ resource to be used! Ship battles are a location type, and they have their own GM moves etc.

quote:

Oh, and I'm the guy on G+ that contacted you about the Ancient Mariner background. The idea was to get it worked up to something decent before I backed at a higher level, so I'm going to throw it up to the community tomorrow and have them tear it apart after I add some more to it.
Nice! Love to see more.

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