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Androc posted:Do you like dungeon world? Do you like playing dungeon world? Have I got a thread for you! I'd go for this, but it's IRC. Being a Euro-goon with shifting work shifts I can't really commit. Hope you have fun!
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# ? Jul 23, 2014 20:28 |
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# ? Jun 8, 2024 06:59 |
Lemon Curdistan posted:That's an absurd amount of work - you'd be much better off just using DW playbooks directly. It's a bummer that you're not into the Inverse World stuff, because most of those seem pretty pulpy too. For example the Captain seems like it's tailor made for a Spirit of the Century game.
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# ? Jul 23, 2014 21:09 |
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ImpactVector posted:In addition to this, some of the 3rd party playbooks might work well for pulp too with some light refluffing. The Medic, Dashing Hero and Artificer for example would probably work great. I may end up using some of those things as well, I just don't want to use all of it, so I'm cobbling together a bunch of different stuff to match up more closely with what I need. Additionally, I haven't found creating things to be that time consuming, at least not when compared to something like developing a full set of Burning Wheel Lifepaths or things like that.
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# ? Jul 23, 2014 21:27 |
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ImpactVector posted:In addition to this, some of the 3rd party playbooks might work well for pulp too with some light refluffing. The Medic, Dashing Hero and Artificer for example would probably work great. The Survivor seems like a good fit to the setting as well. Even the robot one could work if zany old school sci-fi robots are allowed.
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# ? Jul 23, 2014 22:06 |
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I am preparing to run a game in the Dark Sun setting and have come up with a couple custom moves for common situations. Any critique would be appreciated. Disguise the Arcane Agents of the Sorcerer-Kings tolerate no arcane magic besides that granted by their master. The common people of Athas fear and hate the trademark of their oppressors and the ruiner of the land. When you cast arcane magic and attempt to disguise the source of your power, roll +CHA. On a 10+ everyone present who does not already know your true nature is fooled. They think you are using The Way or elemental magic. On a 7-9 onlookers are mostly fooled but choose one: *Someone recognizes your power and reports you to a Templar, a local authority, or the Veiled Alliance. *A witness becomes angry or violent about your spellcasting. *You are forced to reduce the power or scope of your spell. Psionic Combat In Dark Sun when a psion makes a mental attack it is manifested as a battle in a mutable mental landscape. The combatants change their form and the environment around them as they attempt to defeat their foe. When you have been mentally assaulted with The Way describe your counterattack and roll +WIS. On a 10+ choose one or choose two but open yourself up to an enemy attack. On a 7-9 choose one and you expose yourself to an enemy attack. *Your opponent's physical form reacts as though it is suffering your mental attack. *The force of your attack stuns your opponent for a moment. *Your opponent is distracted briefly, allowing you to act for a short time in the physical world. *You break away from the mental combat. The backlash stuns you for a moment. *If you are a psion, deal your damage.
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# ? Jul 23, 2014 23:49 |
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coeranys posted:So, my (rather large at 7 players) Monday night game is moving away from 4e for various reasons, one of which is that everyone wants to sort of play a Pulpy 1930s Land of the Lost/Hollow Earth style game. I don't particularly enjoy the Inverse World stuff, so I've just talked to my players about what they would like to play, and am creating custom(ish) classes for them. To that end, does anyone know of a Pulpy/Spirit of the Century style DW hack (or even just playbooks) I could mine for ideas on Advanced Moves, etc.? I wanted to try a Victorian sci-fi series of playbooks a while back, and got something written for six different playbooks. You might be able to pull something useful out of them, but the project got put on hold when I moved, so they all are in pretty bad need of editing and playtesting. These three are full first drafts. Not done, but have all their advanced moves. The Gentleman The Chemist The Simulacrum These are all pretty incomplete. The Poet The Rascal The Occultist (I'm especially unsure about this one so far) I was actually thinking about a Hollow Earth setting for these books, I'd be really interested to hear how it goes.
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# ? Jul 24, 2014 02:19 |
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Androc posted:Do you like dungeon world? Do you like playing dungeon world? Have I got a thread for you! I'm in. I'd like to experience this game on the non-DMing side for once.
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# ? Jul 24, 2014 20:29 |
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Alright, so the convention is over, and the three Dungeon World games I ran were pretty awesome. All game's had the same setup: You've all been jailed by the Duke of Gobertham. The rest of it I filled in by asking the players questions in character creation ("Why have you been jailed?", "What is the Duke's problem?" and "What is the great secret you know about the Duke?") Highlights from the three games include:
I might take a break from running this game for a while: as fun as the three games this weekend were, if I don't get a bit of variety in games in my life I might quickly burn out on Dungeon World. Still, it was a great weekend, and a lot of great fun was had. Ratpick fucked around with this message at 00:52 on Jul 28, 2014 |
# ? Jul 28, 2014 00:39 |
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I want a puppy hellhound. They sound adorable!
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# ? Jul 28, 2014 13:21 |
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I'm toying with an idea. Looks like I might be able to continue my loose DW campaign after a long while not playing (anything). The thing is, one of the players wants to bring his GF, who has zero experience in RPGs. Which makes me giddy because teaching DW to someone completely new must be like being raised by wolves and then eating pizza as your first human meal. The campaign left off when the two players found an idol in a creepy cave. Now, what I'm thinking, is that the idol connects to the plane of nightmares, which is a big part of my world. So, they get sucked into it, and meet the other 2 new players there, who were caught by the idol some time ago. That said, I want to go a bit crazy here and give them a move so they wrestle control from the plane of nightmares with their minds, and change the land around them, invoke stuff, and whatever. I want to make this very powerful, but dangerous. When you try to impose your mind in the plane of nightmares, say what your mind conjures and roll +WIS. On a 10+, choose one. on a 7-9, choose two. You pass out. Your subconscious mind can't stop thinking about what could go wrong. You invoke your mind's worst fear for the situation at hand. You attract the atention of any Nightmare in the area. You are sucked deeper into the nightmare world. Your body changes to reflect this. Your mind explodes in a chilling scream that does 1d4 damage to every non nightmare entity in the area close to you. Just my first thoughts, not very good but kinda the way I want this to work right now. Any ideas for making this more fun?
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# ? Jul 28, 2014 14:13 |
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Apart from generally tweaking the presented options, I think it'd work better as a "choose X things that are guaranteed not to happen" kind of move. It's a small difference, but it gives the "toying with fire" feel to the whole thing.
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# ? Jul 28, 2014 14:25 |
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Ratpick posted:Alright, so the convention is over, and the three Dungeon World games I ran were pretty awesome. All game's had the same setup: You've all been jailed by the Duke of Gobertham. The rest of it I filled in by asking the players questions in character creation ("Why have you been jailed?", "What is the Duke's problem?" and "What is the great secret you know about the Duke?") Highlights from the three games include: Dungeon World as she is meant to be played.
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# ? Jul 28, 2014 19:19 |
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Ratpick posted:[*]Death appears in front of the Ranger, offering the Ranger "Your life in exchange for a life in my service." Effectively, the Ranger will thus become one of Death's reapers. The Ranger accepts the deal. As the Ranger emerges from the debris of the now collapsed castle without a scratch on him Death appears once again, saying "Now, you hold your end of the bargain." The Ranger simply gives Death his pet bird (named "Bird") and says "You did say a life in your service, not my life." Bird becomes the first Bird to become one of Death's servants as the Ranger walks away, but not before Death gives him one last bony finger. excellent
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# ? Jul 28, 2014 23:09 |
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It's not super detailed, but here's some good advice on how to write adventures for DW: http://redboxvancouver.wordpress.com/2014/07/28/writing-dungeon-world-adventures-some-tips/
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# ? Jul 29, 2014 23:31 |
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Some spoilers for the next Dungeon World thing I am doing: https://docs.google.com/document/d/1ePKUhH5i1yl2ySxTXPSXID1NRA2JHC_5pzA0YGmhDAQ/edit
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# ? Jul 30, 2014 11:22 |
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gnome7 posted:Some spoilers for the next Dungeon World thing I am doing: https://docs.google.com/document/d/1ePKUhH5i1yl2ySxTXPSXID1NRA2JHC_5pzA0YGmhDAQ/edit LoTR adventure?
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# ? Jul 30, 2014 11:32 |
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Lemon Curdistan posted:It's not super detailed, but here's some good advice on how to write adventures for DW: http://redboxvancouver.wordpress.com/2014/07/28/writing-dungeon-world-adventures-some-tips/ Man I really want to buy his adventures but they're too expensive. If he did a bundle deal I would be all over it.
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# ? Jul 30, 2014 13:56 |
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Inverse World physical books are now for sale: http://rpg.drivethrustuff.com/product/128281/Inverse-World--A-Dungeon-World-Supplement
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# ? Jul 31, 2014 20:45 |
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gnome7 posted:Inverse World physical books are now for sale: http://rpg.drivethrustuff.com/product/128281/Inverse-World--A-Dungeon-World-Supplement This is grand new. Grand!
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# ? Jul 31, 2014 22:51 |
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It's finally happening for me at the end of August...running the Eberron setting for my group in dungeon world
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# ? Aug 1, 2014 20:15 |
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If anyone's interested, you can get a new class book called the Immolator when you join a donation drive.
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# ? Aug 1, 2014 20:25 |
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slydingdoor posted:If anyone's interested, you can get a new class book called the Immolator when you join a donation drive. I can only say that class name as if it were in all-caps, while throwing up the horns and hearing a metal riff in my head. THE IMMOLATOR
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# ? Aug 1, 2014 22:56 |
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slydingdoor posted:If anyone's interested, you can get a new class book called the Immolator when you join a donation drive. literally judging a book by its cover, but that sounds like a rather narrow concept
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# ? Aug 1, 2014 22:57 |
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slydingdoor posted:If anyone's interested, you can get a new class book called the Immolator when you join a donation drive. Does anyone know who wrote it? Is this a new playbook from Sage & Adam?
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# ? Aug 1, 2014 23:01 |
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gnome7 posted:Does anyone know who wrote it? Is this a new playbook from Sage & Adam? That's been my assumption based on how they've been talking about it.
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# ? Aug 1, 2014 23:05 |
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@Dungeon_World posted:Join us in supporting @CodeLiberation and get our new playbook, the Immolator, over a month before anyone else: http://dungeon-world.com/give/ Tollymain posted:literally judging a book by its cover, but that sounds like a rather narrow concept Here's some advanced moves: Sick Burn (insult move), Burning Bridges (sacrifice bonds to be reborn), Moth to the Flame (tempt a weak mind with your inner fire).
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# ? Aug 1, 2014 23:12 |
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gnome7 posted:Does anyone know who wrote it? Is this a new playbook from Sage & Adam? Adam just mentioned it in his "being everything else" stream with Steven Lumpkin, it's a new class Adam and Sage wrote.
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# ? Aug 2, 2014 03:32 |
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gnome7 posted:Inverse World physical books are now for sale: http://rpg.drivethrustuff.com/product/128281/Inverse-World--A-Dungeon-World-Supplement I can't wait to see what you and Mikan write in mine.
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# ? Aug 2, 2014 03:37 |
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slydingdoor posted:I assume Sage and Adam. The class still uses the Alignment/Race setup, but I guess this keeps it in theme with other books by the guys. You fight unarmed and unarmored, just your fire, but combined with your starting moves, you can create any fire/flame weapon you want and when you take damage, you trigger a move that can possibly soak damage or increase your own. There are some other neat tricks too that reference different ways of using fire, like the above mentioned move, I don't want to spoil them all. The class blends pyromania, warlocks, and seer/prophetic traits that make it a wider themed class than just "burn, baby, burn." The cause is a fantastically awesome one, so toss a dollar or more at them and check it out yourself. You will also be supporting women's equality in the gaming industry, something that is sadly nonexistent at this time.
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# ? Aug 3, 2014 03:00 |
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I've been considering trying out the creation of two playbooks and am wondering if there are ones already like them. The first is The Grenadier. Anarchist with a penchant for explosives, chemist with a taste for gunpowder, madman who just wants to watch things go boom. The other is The Pacifist. It represents the type of character that doesn't want any trouble, but might have to dish it out if they need to. Maybe like a drunken master or a spinach eating sailor or a reluctant hero Example Grenadier Starting Moves: Building Bombs When you have a spare hour or two and the necessary equipment, you can craft a batch of explosives. Choose two different tags, name the explosives and add a batch of it (default range Near, 3 Ammo) to your inventory. Tags: Damaging (Damage: 1d6), Incendiary, Forceful, Shrapnel (2 Piercing), Concussive (Damage: 1d6, Stunning), Blinding, Obscuring, Large (Range: Reach, +1 Damage), Small (+1 Ammo, -1 Damage) Bombardier (Dex) When you throw a bomb at a target, spend an ammo from the batch you're using and roll +DEX. On a 7+, your target and everything near the target are affected by the effects of the blast. On a 7-9, choose 1: Your explosive's effects didn't do as planned. The GM will tell you how. The effects of the blast hinder you or your allies in some way. Choose you or an ally to take -1 ongoing until you or they rest. The blast wasn't as effective as planned. Choose one tag that is not used in the explosive. Example Grenadier Additional Moves: I'm Da Bomb When using your explosives as Leverage in parley, take +1 Ongoing while dealing with them. Anarchist's Cookbook When using Building Bombs, add these tags to the list of available tags: Tags: Noxious, Corrosive, Sticky, Massive (-1 Ammo, +1d4 Damage), Loaded (choose a substance to fill the bomb with), Extinguishing, Cryonic, Voltaic, Ectoplasmic, Arcane Additionally, when throwing a bomb with Bombardier, on a 12+, you may apply a bomb's tag an additional time on the target. Example Pacifist Starting Moves Do No Harm When taking any action that might knowingly harm an individual, take -1 to that action. My Favorite Thing Choose a favorite activity that can be done alone (example: playing paddle-ball, drinking alcohol). Whenever you are interrupted while doing this activity, take +1 Forward on your next attack against whoever interrupted you and deal an additional +1 damage to them. Secret Weapon Choose a food or drink. Whenever you consume one portion of the chosen food or drink, take +1 Ongoing and your damage die becomes 1d8 for a few minutes. Don't Want Any Trouble Whenever you or something you defend are being attacked, take +1 Ongoing to prevent you or whatever you are defending from being harmed.
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# ? Aug 4, 2014 00:59 |
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Evil Mastermind posted:I can't wait to see what you and Mikan write in mine. Same, "We'll write random poo poo in your book" is a great pledge level.
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# ? Aug 4, 2014 04:50 |
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Tatum Girlparts posted:Same, "We'll write random poo poo in your book" is a great pledge level. Is the original Artificer from the OP the latest available? Just wondering since I have a player that wants to play one in an upcoming Eberron game.
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# ? Aug 4, 2014 13:20 |
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Xelkelvos posted:
Don't have a ton of time to type right now, but on a first glance all of these moves look to be +1's to various things which tends to be frowned upon around here. Because they're all numerical upgrades it doesn't really feel like they interface with the fiction all that much and they lack flavor. I'd recommend taking a look at some of the different playbooks that are in the OP for some inspiration on how to create moves that more directly allow the player to change the fiction of the game and that do a good job of conveying the identity of the playbook. In particular, I think the Survivor from Inverse World hits on some similar tropes as this class and it might be good to check it out.
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# ? Aug 4, 2014 14:01 |
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Fenarisk posted:Is the original Artificer from the OP the latest available? Just wondering since I have a player that wants to play one in an upcoming Eberron game. Yes, it is.
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# ? Aug 4, 2014 15:01 |
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MagnesiumB posted:Don't have a ton of time to type right now, but on a first glance all of these moves look to be +1's to various things which tends to be frowned upon around here. Because they're all numerical upgrades it doesn't really feel like they interface with the fiction all that much and they lack flavor. I'd recommend taking a look at some of the different playbooks that are in the OP for some inspiration on how to create moves that more directly allow the player to change the fiction of the game and that do a good job of conveying the identity of the playbook. In particular, I think the Survivor from Inverse World hits on some similar tropes as this class and it might be good to check it out. I made a Pacifist for laughs a while ago. The concept is that you try to resist causing harm until you have no other choice. 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, you may choose the following move the next time you level up: 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. The Other Cheek When you suffer harm without violently resisting,increase Peace by 1. 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. When you have In the Name of the Peace, the following moves count as class moves for you, and you may choose from them when you level up: Voice of Reason When you speak passionately for finding a peaceful resolution to a tense, charged situation, roll+Peace. *On a 10+, your words help them find common ground and you may be able to help them come to a resolution. *On a 7-9, Your words need some action or sacrifice to give them enough meaning - the GM will tell you what. Saint’s Solace When you provide solace and tranquility to the troubled and downtrodden, gain 2 Peace. Breaking Point When you break your vow of nonviolence and attack someone because the injustice of their actions is too great to bear, Chose an aggressor, you kill them, or utterly strike them down within your power and leave them defeated and broken. Then roll+Peace. *On a 10+, your faith in your beliefs and yourself is shaken to it’s core, set your Peace to -3. 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, reduce your Peace by 1. *On a 6-, you justify your actions as there being no other alternative, in this circumstance at least.
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# ? Aug 4, 2014 16:39 |
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I recently started playing around with the idea of a compendium class about temporally paying stat points to empower summoned minions/ghosts/entities/whatever you want to flavour it as. Sort of a sacrifice power for power concept. I'm thinking a curse of some kind wherein you're strength is drained by some kind of haunting spectre, but you've learned to turn it to your advantage. The more you use it the weaker you become, but the minions are powerful and capable of achieving a lot. I think it could lead to an interesting risk/reward playstyle, with the spent stat points restored on a full rest, and a small amount given back from a short rest. My only concern is that it could be quite fiddly to keep track off unless you pay into a pool of power or something. Still working on the mechanics of it but I want to know what you guys think of the consept
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# ? Aug 4, 2014 20:30 |
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Sounds a bit like The Bonded.
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# ? Aug 4, 2014 22:37 |
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Baby Babbeh posted:Sounds a bit like The Bonded. Which I also made. It still feels weird when people point to my work. It's almost as if people think it is good or something. I find I work around similar concepts often. Looking for alternative ways to implement them. The Bonded works around a constant companion and a build up of power through advanced moves. The risks are more immediate and less long term. You might take a big chunk of damage or grow a second head that breaths butterflies but oh look your pal is now super buff! This is more about a debilitating curse, slowly draining your stats point by point. It wastes you away, but within that is a great deal of potential power. Sort of like Greek Furies, but you can point them at someone else for a bit if you give up a bit of your charisma or intelligence or something. I just want to see if it's something the thread feels is implementable within a game (due to needing to track what stat is at what) or if it is a stupid idea that should be buried and set on fire. Arashiofordo3 fucked around with this message at 23:18 on Aug 4, 2014 |
# ? Aug 4, 2014 23:15 |
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Oh is it time to share our cool pacifist guy ideas? This is what I came up with after binge-watching Trigun and thought "Wow Vash the Stampede is a really cool guy." The Peacemaker posted:
Part of the problem I had putting this together was that there's not a whole lot of game crunch left after you take out combat. You have to make sure noncombat is just as interesting as combat, which is admittedly pretty easy in Dungeon World, but still takes some extra design space that I had a hard time carving out. I dunno I think there are some cool moves in there (I like Break the Cycle and Bloodstained Hands a lot) but I kind of gave up after a while, especially after realizing that Peacemaker's Strike is less "don't hurt people" and "make it really easy for my friends to hurt people". Maybe it would work better as a compendium class than a base class? madadric posted:Cool pacifist stuff Or maybe there IS enough in here to make a base class. Open Palm is basically what I actually wanted Peacemaker's Strike to do, except less sit-in and more hitting a guy with a bokken. EscortMission fucked around with this message at 23:56 on Aug 4, 2014 |
# ? Aug 4, 2014 23:41 |
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# ? Jun 8, 2024 06:59 |
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If you're looking for a 'sucks up pain and then violently lashes out when it's too much' mechanic, I would create a class with a d4 damage die and moves that revolve around avoiding enemy attacks, distracting or confusing the enemy, and helping allies out of a spot. Those moves let the class gain Peace as a side effect. When the class attacks, they must spend their accumulated Peace, and can roll +Peace to get things like Forceful on the attack.
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# ? Aug 4, 2014 23:56 |