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TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
I personally say no to restocking automatically, but it's definitely GM call. There should definitely be opportunity to restock, and I guess that could be as simple as "What do you want to restock? Ok, it costs ____.", but if you want to use "Use up their resources" it has to mean something.

But it depends a lot on the kind of game you want to run and your players want to play. If your players don't want to bother with shopping trips, don't make them.

TheDemon fucked around with this message at 05:45 on Mar 25, 2013

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TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.

gnome7 posted:

So I made another thing. That thing is The Witch. Heavily inspired Harry Potter, Kiki's Delivery Service, Marisa Kirisame, and probably every other witch in the past 15 years of fantasy media, this class flies on a broom, brews up potions, and shoots magic at things, only sometimes in that order. Also you can beat people up with a broomstick made of lightning by level 2. I'll be putting this on DTRPG once I get art and give it a couple editing runs. Feedback is definitely appreciated in the meantime!

This is amazing. I really appreciate the Drive and Witch's Craft replacing alignment and race. Also love the book move for it's simplicity.

Feedback:

Names - add Serafina

Winter Witch - is much more situational than the other two options. I can't think of any suggestions though.

Broomstick - I think the phrasing could use work and is a bit redundant in places. Also maybe it's meant to allow the witch to skip Perilous Journey moves, but that seems odd and maybe it shouldn't? Suggestion:
"You can fly atop any broomstick, although some brooms behave better than others. You can fly with up to one passenger and for up to one day."

Cauldron's Brew - consider adding:
"• You're missing an ingredient and will have to acquire it to continue."
Personally I liked the sidequest hook potential of that part of Ritual, and sending others to get their ingredients is something Witches do all the time.

Battle Mage and War Mage - Are you supposed to be able to choose both Messy +damage tags at once? If so, rename one "Really Messy" or something. If not, clarify somehow, maybe by making War Mage a replace move with the Close and Area tags on its list. Suggestion on phrasing if you go that route:
"When you use Black Magic, choose three tags and a range tag instead of two."

Forbidden Magic - needs a downside. Also with those options, very rarely will you need to spend all 3 hold. That said the Hold options are perfect in their simplicity. Suggestion:
"On a 10+ hold 3. On a 7-9, hold 1 and the GM also holds 1."

Stitched Together - I wouldn't say this needs a downside, but if you phrase it as: "they return to life, whether they like it or not.", then that gets both the player and the GM thinking about consequences.


Most of the moves are just plain great though.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
I don't think there's a problem with Merciless at all. There is absolutely nothing wrong with a simple move that gives a simple bonus. The fighter problem isn't with specific moves, with a few exceptions, but that there are lots of simple bonus moves: Merciless, Iron Hide, Improved Weapon, Seeing Red, and arguably Interrogator and Scent of Blood too, and that's just in the 2-5 moves.

And yes, Scent of Blood is pretty badly written, doubly so because Merciless is just flat out better.

The one fighter I played, I decided to go for a knowledgeable character and went with 16 starting Int and pushed it to 18 ASAP, instead of Str. That basically turned me into a combination skill monkey / combat monster, and it complemented nicely multiclassing Artificer. I find in DW you can do so much with basic moves, the class is more quirkiness and unique flavor than power. If you want to be good at knowledge / social, the only thing you need to do is pick your stats for that and use the basic moves. The Int fighter still could fight best in the party even at +1 Str thanks to d10+d4, 2 piercing, and the fighter's stupid high armor, and she was the one spouting all the lore to boot.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
You could easily have a mechanic for evolving out of it, if that's what you want to go for. Even something as simple as:
When you go a whole level without feeling like you were in over your head...

phrasing and trigger and whatnot needs work of course, but DW at level 10, and AW too both have provisions for class switching while keeping the same character


e: Yeah, what Mikan said. What I'm pointing out though is evolving out is in no way foreign to the system, so baking an early class change into the class as a starting move isn't out of place at all.

TheDemon fucked around with this message at 02:18 on Apr 27, 2013

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
Ergonomix has given me permission to post a major update I've been working on to The Mastermind (mediafire link here). Came about because I'm getting close to Level 10 with his original Mastermind in a long-running campaign and started running out of moves.

There's a new starting move called Headquarters that lets you live in a house-sized bomb, chasing away the neighborhood kids who keep trying to light the fuse on top, or a gold-plated submarine that's impossible to spot, or the mechanical spider from Wild Wild West, to name a few combinations.

And a bunch of new or improved advanced moves including self-destruct sequences, a mutable multiclass, and tripping over your own cloak when you try to dramatically reveal yourself from disguise.

Some examples of the new advanced moves:

quote:

Hero Of 1000 Faces
When you disguise yourself as someone specific, roll+CHA. On a 10+, your disguise is flawless: NPCs will let slip details that help you act as that person and ignore minor mistakes. On a 7-9, your disguise is effective, but you gain no additional information on how to act. On a miss, your disguise is flawed and you will be compromised when you have the most to lose.

You'll Never Take Me Alive!
If there is even a remote chance a location or a vehicle has a self-destruct method, you know where to go and how to activate it, but not what happens when you do. This also applies to your Headquarters.

Ace Up The Sleeve
Gain a starting move from a playbook no one else in the party is using. You may use this move at most 3 times in a session. When you reach the end of a session, you may replace the starting move, using the same constraints.

Five Aces
Gain an advanced move from a playbook no one else in the party is using. You may not pick a multiclass move. You may use this move at most 3 times in a session. When you reach the end of a session, you may replace the advanced move, using the same constraints.

Credit to Ergonomix for letting me muck around with his class, and to Mikan and Gnome7 for the Drive & racial-replacement idea from their Inverse World classes, and to Asininecurist and Gnome7 for the shared HP mechanic from The Noble.


Looking for some feedback & proofreading.
Headquarters is pretty rough right now. The idea is what I want, but the phrasing and the tag system reads kind of clunky. And of course I'd love more ideas for interesting tags.
The multiclass moves look ok to me, but I'd like one or several second opinions? Is 3/session too arbitrary?
And are there any potential problems I've missed?

TheDemon fucked around with this message at 12:37 on Apr 29, 2013

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
My take is that so long as both the players and GM understand the power levels of the characters will increase by taking moves from everywhere, I don't see why not. Writing custom classes or custom moves works great too, but if your players are picking and choosing already I say just let that happen.

Niche protection can be as simple as "don't pick the same move as someone else". The DW book already has a line for when two people want the same class ("talk it over like adults and compromise"), apply that logic to picking the same moves. Also helped by creating characters together as a group.

The nice thing about DW is say you want the Fighter's signature weapon, Mage spellcasting, Wizard spellcasting, and Artificer gadgets. That's actually not an unbalanced character at all. Yeah, you do hog your own niche, but the moves overlap a hell of a lot and you can't use them all at once anyway. Somewhat more of a concern would be something like Mage spellcasting, Witch's potion, Druid shapeshifting, Psion telekinetic strike, and that's where niche and overlap protection would have to come in.


You can pretty much codify this pretty much any way you like. Were it me, I'd have a fairly loose template, something like this. I might put it into PDF character sheet form later, if anyone but me thinks it's a good idea.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
I don't think my group has ever used the name list.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.

Syka posted:

I don't know how to Dungeon World, help?

I'm starting up my first Dungeon World campaign soon, and one of my players just messaged me with this:

The setting, by the way, is the Infinite Dungeon where the entire world is a dungeon that people try to carve civilization out of.

I'm not sure what to do for him. Any advice? Fighter doesn't seem like a good fit, but he specifically denied Ranger because of the Animal Companion. Is there a good way to remove/replace the animal companion from Ranger or to add hunting abilities to something else? Or an awesome third-party class I've missed? I'm not entirely confident in doing this myself.

Fighter is a good fit, in my opinion. I don't see a reason not to allow the fighter's signature weapon to be ranged (just add near and far to the list of ranges), and I've in fact played a fighter who volleys more than she hack and slashes; it works pretty well.

A possibly better alternative, is take the ranger, replace the Animal Companion with something else (a compendium class starting move maybe, or some other move from another class), and replace advanced moves that refer to the animal companion with fighter advanced moves.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
Frankly, I think we need better compendium classes. We have a fair number, but they're kind of specialized? If there were a bunch of classes mirrored in some way as comp classes, that would be wonderful. And it would help that multiclassing issue some people like to obsess over.

Also I find the comp class starting move often isn't really worth a class advanced move, even if the later compendium class moves are pretty cool, which puts me off some.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.

Lemon Curdistan posted:

That's explicitly not the purpose of a Compendium Class, though? They are meant to be specialised, not violate niche protection.

If you want more multiclassing, just let your players take MC moves more than once.

Nonsense. There's nothing that says comp classes are meant to be specialized. The book reads:
"A compendium class is the way to go for a concept that can be layered onto multiple other classes."

That could be anything, specialized or generalist. If the prevailing opinion is that comp classes should be specialized only, my opinion is that that's the wrong approach and ought to be rethought.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.

Rulebook Heavily posted:

In fact, let's do this. I know there's a Cursed Knight already but hey.


Cursed Champion

When you willingly take up a cursed weapon which will ultimately destroy you and that which you hold dear, you must take the following move.

Accursed Weapon
Your weapon is inextricable bonded to you. You may put it away, but it will always appear at your side. When you reach for a weapon in times of danger, the cursed weapon will appear in your hand as if by its own will no matter where you left it. It can never be permanently lost or destroyed by any means. If you have any move which considers a weapon to be signature or specialized to your character, those bonuses transfer to the cursed weapon. When you take this move, you also take the Struggle move.

Struggle
Create a bond with your Cursed Weapon: "(My Weapon) and I are locked in struggle". At any time, you may roll +Bond with your weapon to cause your weapon to Interfere with your tasks. If the interference causes you to fail, mark XP. If the roll is a miss, the weapon lashes out at those around you and cannot aid or interfere with you until you Make Camp. If the weapon is exposed to danger or cost as a result of this roll, you suffer it instead.


Once you have taken Accursed Weapon, the following moves may be taken instead of an advance:

Unheeding Bloodlust
When you Hack and Slash with your cursed weapon, on a 7-9, in addition to the normal effects, you may deal +1d6 damage but you take +1d4 damage from the next attack against you. On 10+, this additional damage ignores armor.

Dark Accord (Replaces Struggle)
When you forge a pact with your cursed weapon's dark will, replace all bonds you have with your weapon with the following: "(My Weapon) and I are united in purpose." At any time, you may roll +Bond with your weapon to cause it to aid or interfere with you in a task, whispering dark advice in a voice only you hear. If you roll a miss, it cannot aid or interfere with you again until you Make Camp. If the weapon's interference causes you to fail a task, Mark XP. If the weapon is exposed to danger or cost as a result of this roll, you suffer it instead.

Pariah
When the legend of your cursed weapon and its current wielder is known to those you or your allies parley with, you automatically have leverage on them.




I'm sure this can be vastly improved, but I'd play this. e: in fact I have already edited. I am a monster.

This is very well done, I only have a few wording nitpicks.
Unheeding Bloodlust:
Make it "on a hit" instead of on 7-9, since you add to the 7-9 on 10+, "on a hit" is the correct way to phrase that.
For Dark Accord, I'd make it:
"When you take this move, you forge a pact with your cursed weapon's dark will. Resolve your current bond with your weapon and add the following bond:"

Unless your intention was for you to keep making or breaking accords with your weapon. Trigger needs to be clear.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
Having played a fighter for half a dozen sessions, I didn't touch any of the armor advanced moves and never want to. So this direction is not one I appreciate. Frankly, it's bullshit. Focusing on armor might make sense as a variant class, but it isn't the fighter to me. The original fighter is defined by Bend Bars Lift Gates. Going high armor, high damage, whatever, are ways you specialize your fighter later.

The Paladin on the other hand is defined by Quest.

I wouldn't mind seeing better fighter moves or better paladin moves that focus on "guy who smashes stuff" and "guy who makes oaths". But armor? No. No thanks.

e: And not to mention, taking Bloody Aegis on a Paladin makes it do the same thing (that is, get the same result: negating damage) as your fighter's starting move. That's moving them closer together, not differentiating them.

TheDemon fucked around with this message at 00:48 on May 13, 2013

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
On The Abomination:

For rendering another function unusable and another detrimental change, make it clear if the player or the GM is expected to come up with these

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.

MagnumOpus posted:

My group and I are planning to start Dungeon World this weekend. We're pretty pumped, but after one of the players picked Druid for their class I'm now concerned. I've read both the FAQ linked in the OP and sage's comments on the DW forums. Both seem to strongly indicate the Shapeshifting allows Druids to possess monster moves that can instantly kill with no roll. I'm referencing:


  • Eat away metal, flesh, or wood
  • Ooze into a troubling place: food, armor, stomach

AND


So a Druid with the right monster studied can simply take any humanoid major villain they like out behind the shed with no roll? Can we never have a humanoid major villain now because the Druid ate a bear?

For me the question would be "HOW does a bear rip something apart?" - and appropriate uses of the move follow from that fiction definition. So for example, the bear can use a hold move to rip someone they're right next to apart, but it can't charge someone across the room and then rip them apart using the hold move alone. Or maybe the opponent interposes his rapier or a spear with the bear, and the bear needs to defy danger before he can get close enough to savage the guy. Or maybe there's a thing that the bear just can't rip apart like a 12 foot rock golem, because before you go into moves you have to remember - he's a bear. This game actually cares about that he's a bear. Things that don't make sense for a bear won't use bear moves.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
Those are particularly nitty; I don't think my group has ever used the appearance or names bit, I guess if you're a stickler for the rules this becomes a problem if he can't accept "Just ignore that and describe your own appearance".

As for no rules for failure, those are covered in great detail and explicitly in the GM section, under "When to make a move". The available moves are laid out explicitly and if there are moves that aren't on the list a prepared GM often has them laid out for a monster/danger/location. A more off-the-cuff GM might make up moves on the fly, however.

These are actual rules; they aren't just GM guidelines, although like any game the GM usually plays loose with the rules. When a player rolls a 6-, the rules say this is a prompt for the GM to make a move, usually a hard move.

Of course, it's also a rule in DW that the GM isn't supposed to tell the players about their moves ("never speak the name of your move"). e: So he shouldn't expect answers if he asks about what happens on 6- during play, but he sure as hell can look at the GM section and figure out what's possible.

TheDemon fucked around with this message at 18:33 on May 28, 2013

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.

LowellDND posted:

Apologies if this has come up before, but a quick question:

I'm coming mostly from a dnd3.5 background, and Ive gotten paranoid about class tiers. Does dungeonworld have similar problems? I love the basic idea of the system, but got nervous when I saw cleric and wizard had a page of spells other characters didn't have access to.

A good 70%+ of the moves you make are the basic moves, even as a caster. If anything I found the wizard and the cleric a little underpowered, since their spells are really focused on support, but frankly the game seems to lack class balance problems entirely. Something about the structure and flow of the game under a fair DM results in a pretty equal playing field; that's probably because there are no real restrictions on what any single PC can do. That is to say, the movelist triggers from what the players do, not the other way around. So players are explicitly not limited by their moves. Rather, they're limited by In Character knowledge or lack of it, their environment, IC personalities and inclinations, and the physics and other natural laws of the setting.

Some of the homebrew classes do have badly written move triggers or effects, though, which makes them difficult to adjudicate as written. That might extend to base classes too, I haven't read them over in detail in a while.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
I totally agree with the scale issue with the mage. Whenever I've played one, which thusfar has been limited to multiclassing, I limit my own scale and let the "affect much more than you intended" take care of accidental massive scale stuff. But the less subtle magics really lend themselves to going out of proportion, especially when the spell caster aggressively goes after something big. I don't really think the scale issue has anything to do with power level though, it has everything to do with being able to affect completely different things than the rest of the party. That doesn't necessarily give it better problem-solving ability, because a lot of things you need to solve in DW are nice and personal, but it means that problems the party has and problems the mage have become separated.

A better trigger might be "When you change the nature of the nearby world by weaving a spell", just as an example.

Make no mistake, I love the class and the scale thing has never been a problem in our games, but even so whenever one of us goes "I cast a spell!" everyone else goes "oh nooooooooooo" and jokes about what kind of danger they're going to have to defy this time


MadScientistWorking posted:

Honestly, Tiger is right though. The only real sane way I found to adjudicate the Mage was to effectively turn it into a potential walking nuclear bomb because as Tiger said there is no sense of scale with that class. Admittedly, its actually incredibly fun but on the other hand I don't think there is any other class that really has that weird limitless potential that it has like accidentally creating such a natural disaster that the Perilous Journey move activated even though they had to move 500 ft.

That 500 foot Perilous Journey was perhaps my favorite roll failure ever, mind you.

TheDemon fucked around with this message at 00:20 on May 30, 2013

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
Prophecy needs a little more oomph, I think. It's hard to justify taking that in place of a class advanced move, except for flavor.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
Remember too, if they don't have to be convinced, you shouldn't bother rolling.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
If there's a danger lurking and they really would have to keep silent to not be heard, I might ask for a defy danger roll if they really want to not be heard. I guess I'd be a bit of a dick with that, since the 10+ is supposed to be the good success, but I don't think it would be out of place either.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
So, I've been working on a custom class for one of my characters, and I thought I'd share it.


This came about because I was trying to make a loremaster-type character. The bard and improved bard are ok, and their starting moves are nice for this, but the advanced moves focus pretty much entirely on Arcane Art, other performance stuff, and dueling, and frankly I didn't want to make that kind of character.


The Storyteller is a Bard variant class focused on learning or making up things about the world and its people, building on that knowledge to do cool things, and being a character in a story. It's got the Bard's lore starting moves, some moves to do with using stories or anecdotes, and some of the self-awareness of Tollymain's Talebound. The advanced moves are suited for the same playstyle, and that's probably the biggest difference from The Bard as most of the Bard moves are to do with Arcane Art and performances.

Still incomplete though, missing moves, needs a lot of editing and probably to rework some moves completely. I've put some comments in italics, and I would really really appreciate feedback.



The Storyteller

Stats
HP: 8+Constitution
Damage: d6
Load: 8+STR


Alignment / Drive:
Learn something new and important about the world (I figure a loremaster type character wouldn't mind doubling down on this at the end of session)
Go out of your way to aid an innocent (needs edit/replace)
Spur others to significant and unplanned decisive action (needs edit/replace)


Choose Your Role:
Faceless: When someone tries to describe you to someone else, that person can articulate only one specific detail about you, the rest of their memory is vague or incorrect. This also means you do not roll for Outstanding Warrants unless you reveal your identity.
Protagonist: Your luck or skill always comes through in a pinch. Once per fight, damage you deal ignores armor.
Traveler: When you enter an important location (your call), you can ask the GM for one fact from the history of that location.


Bonds:
It's been a long time since I last adventured with _______________.
I told stories of _______________ long before I ever met them in person.
I know a secret about _______________ that I suspect he does not know himself.
_______________ acts like the main character in this tale.
_______________ has yet to tell me a tale worth repeating.

(I'm quite happy with the racials and bonds)


Gear:
You start with Dungeon Rations (5 uses, 1 weight), a Hooded Cloak (0 weight) and a Bag of Books (5 uses, 2 weight)
Choose Your Weapon:
- Worn Bow (near, 2 weight), bundle of Arrows (3 ammo, 1 weight)
- Parrying Staff (close, two-handed, +1 armor, 1 weight)
- Rapier (close, precise, 1 weight)
Choose One:
- Adventuring Gear (5 uses, 1 weight)
- Bandages (3 uses, 0 weight)
- Halfling Pipeleaf (6 uses, 0 weight)

(I considered giving a leather armor equiv, but decided against. There are moves that give decent armor.)


Starting Moves:

In A Past Life
Choose a starting move from a playbook no one else is using.

Storyteller's Lore (WIS)
When you Spout Lore, if you tell us about a tale, song, or legend featuring the subject at hand, roll+WIS instead of +INT. On a 10+, you may also ask the GM any one question about the subject, and the GM must answer truthfully.

Truth to Power
When you Spout Lore, on a 7+, take +1 forward when acting on that information.
(credit to Gnome7's improved bard, from which I've stolen these two moves)

Rising Action
When you guess the type of story you're in right now, name a genre. The GM tells you whether you guessed correctly, but doesn't reveal the genre if you guessed wrong. If you guessed right, gain +4 Drama. If you guessed wrong, gain +2 Drama. You may not guess again until the story is over or the GM tells you the genre changed.
The GM is encouraged to use very specific genres, like "Courtly Intrigue", "Arcane Mystery", or "Action Adventure", rather than vague ones like "Fantasy", but also should accept close guesses.
Spend Drama 1 for 1 to:
• Produce one simple, generic item from your pack appropriate to the genre you guessed.
• Give you or an ally +1 forward to an action appropriate to the genre you guessed.
• Give you or an ally +1 ongoing to damage or armor against the story's antagonist, as you see it given your guess, until the story is over or the genre changes.

History Repeats Itself (WIS)
When you make an analogy between your current situation and that of a different hero in a different tale, roll+WIS. On a 10+, the way the other hero dealt with their problem will work for you, but choose 1. On a 7-9, the other hero's solution might work, but choose 1 and the GM chooses 1:
• The solution falls just short, and you'll need to make an extra effort to get it to work right.
• The danger is much greater than it appeared in the original tale, if you go through with it treat this as if you rolled 7-9 on Defy Danger.
• You're missing one crucial thing the other hero had; this solution won't work unless you can find a substitute.
• It works for you, but no one else you're with.
• Spend 1 Drama.

(Really would love some second opinions on the last two moves. Mechanically, History Repeats Itself gives you a worse result for 10+ and 7-9 than Defy Danger might, but uses your main stat and maybe lets you do more things. Fictionally you actually have to make an analogy.)


Advanced Moves (2-5):

A Port in the Storm
When you return to a civilized settlement you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then.
(straight from The Bard)

Rumormonger
When you hear a rumor, roll+WIS. On a hit, you can tell if it's completely true, partially true, or completely false. On a 10+, you know who to talk to for the truth or the full story.

Sob Story
When you take the time to fully listen to a NPC's tale of woe, gain +2 Drama. You may spend Drama as if it were the genre of the NPC's story in addition to the genre you guessed.

Pay It Forward
When you would have to spend 15 coin or less on a good or service, you may instead tell a story relevant to the seller.

The Power Of The Written Word
When you use a Bag of Books, you can take +1 to any roll, not just Spout Lore. When you do, explain how part of a story you read in the book applies to the situation.
(It's a Storyteller version of The Witch's book move, again credit to Gnome7)

Denouement
When you defeat an important antagonist, gain 1 use of Bag of Books, and you know what all the loose ends related to that antagonist are.

He arrives precisely when he means to.
Add the following option to Rising Action:
• So long as you do not need to rush, show up to any scene involving another character that could be part of the genre you guessed, even if you didn't know it was taking place or that you were needed.

Character Growth
Choose a move from another playbook, related in some way to an analogy you've made with History Repeats Itself.
(I think the neat thing here is the longer you've played, the more options you'll have to multiclass to)

I've Told You Once Before
When you successfully Aid Another by reminding them of an anecdote you once told or instruction you previously gave, you grant +2 instead of +1.
(this move definitely needs a new name)


Advanced Moves (6-10):

Plot Armor
When you are fighting unimportant subordinates or someone else irrelevant to the plot, you have +2 Armor.

Don't turn your back on the body...
When you are dying because of an action that achieved your or one of your ally's goals, Death also contrives to remove your body from the scene. Then roll your Last Breath. On a hit, if you survived, you may dramatically return in a later scene, alive at half your maximum hitpoints. On a miss, you don't die yet: if your body is found, roll your Last Breath again without the bonuses of this move.
(The implication is that you only die from the first roll if you refuse death's bargain. This might be a bit powerful, but I've seen similarly good death-avoiding moves. Mainly the problem is it's awkwardly phrased and probably needs to be redone from scratch)

Secretkeeper
When you learn an important secret that no one else knows, create the bond "Only I know ____ about ____". If the secret isn't about a player, it counts as Leverage over its subject. If the secret is about a non-character, you may Parley with that entity as if it were a character, although things that are not sentient like a location can only express themselves in very subtle ways. When you tell the secret, or when you know someone else has found out, resolve the bond, marking XP.

The Final Showdown!
When you struggle with more than just your life on the line in a battle to the death against someone who is doing the same, you may maximize your damage dice three times during the battle.

Wrong Genre Savvy
Gain +4 Drama when you guess with Rising Action, even if you guessed wrong. The wrong genre restrictions still apply.

Once Upon A Time...
Choose a move from another playbook, related in some way to someone else's story you've learned about during your journeys.




Once again, it's nowhere near complete, and I would really love some feedback.

TheDemon fucked around with this message at 06:49 on Jun 8, 2013

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
The thing about alignment in DW is you have to consider it as a condition that's sometimes fulfilled, the result being the character gaining XP. Doesn't matter what you write them as, be it a good/evil/chaos/order scale alignment, or as a personal motivation like the new-style "Drives", or as some kind of affiliation with a religion or organization. The limit on it isn't any of those things, the limit is that it must be a condition the character can satisfy at End Of Session to gain XP.

That's the main reason why people tend to put affiliation in as racial-replacements rather than alignment-replacements, but I suppose if you find the right wording either is possible.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
A corollary to that though, if you answer the equiv of "nothing" to a Discern Realities question, you better drat well be telling the truth. If you, like many Dungeon World GMs, make up at least some of your dangers on the fly, remember that you answered nothing regarding whatever they studied and suppress that normally good instinct to put your players in trouble. Usually that kind of answer is the perfect time for your players to get themselves into some kind of self-made danger, rather than one of yours.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
You can do prep work. There isn't really any issue with that - I find it's best to prep challenges (combat, obstacles, objectives, whatever) and let the system shine by seeing how the players decide to solve them. The whole less prep thing is basically that you don't need to do prep work, but you sure can do as much as you like if that suits you and your group better.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
As a DW GM I call for multiple rolls all the time, and would certainly do so for a druid trying to avoid danger through a size change. There are plenty of other situations that work best with two rolls too, like the classic "Defy Danger before making a Hack and Slash" to attack an enemy with some kind of dangerous defense. I've asked for Defy Dangers on multiple stats for some player plans, or a Defy Danger and class move when they're trying to do the class move under pressure (which might apply to your druid example). It's an important part of the DM's toolkit - the more rolls your players trigger the more risky what they're doing becomes.

However, there are other ways to handle this.
You could call for Defy Danger Wis alone, in which case the druid wouldn't get any animal moves and pop back into human form once the enemy attack is finished. But go for multiple rolls if the player wants to do anything in animal form. DD alone works because it's established that changing shape is something the druid can do, fictionally speaking.
You could write a combined move and call for a single roll, I really don't see the harm in just merging each tier of results for Defy Danger and Shapeshifter into a combined move. "When you avoid danger by changing your form, roll + Wis."

TheDemon fucked around with this message at 00:15 on Jul 2, 2013

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
You could easily play the game without any playbooks at all, that's how robust the basic moves are.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
There's nothing wrong with sketching out a lot about a setting or dictating the answer to a few of those questions. Figure out where you want there to be facts and where you want there to be blanks to be filled by asking your players. Sometimes the players will look to you to answer a question they have or go "I dunno" and have no ideas if you turn it around on them, too.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
They kind of lean that way, yeah. But I've played, for example, a Fighter multiclass-artificer who used Int as her primary stat and Str as secondary and tried her damnest to clever her way around things and only busted out the big 'ol 1d10+1d4 when it was necessary to stomp someone by shooting cannonballs out of her gunblade and

oh, wait, you're right, that's pretty drat pulpy

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.

Ramba Ral posted:

I would like to add in that I was in this game and I agree with what was said.

The fact that everyone in the table had a moment to shine was what really sold me. The problem I had from time to time as a player and as a GM is trying to get everyone to participate equally on the table. The way the game is set up encourages and rewards people to get involved. I am usually a silent player unless prodded but during the game, I was pissed off at those drat villagers in wasting my time and therefore I decided to break their limbs. So, chewing the scene as some sort of Sonny Chiba martial arts exploitation flick ala The Street Fighter was what my character was all about.

I also had some of my opinions changed about the party members. Good ol' Tanaka thought the Paladin was good and respectable but after the session, that Paladin was a drat coward and pacifist dog and my opinions of him changed drastically. Halfling was ok with him, but we'll see if he has the stomach to handle killing an army of bandits. I have to say that this is going to be my go to game for playing fantasy rpgs for a long, long time.

The neat thing is you then express this as resolving a bond with said party member and gain exp for it. I mean, don't force it, but it's cool that the system rewards this kind of interaction.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.

Looselybased posted:

Are there any good classes/moves that would give a PC a step up in sneaking around? I have a guy who is using "The Survivor" from Inverse World and after playing a few sessions his dude has developed into a pseudo-batman. Looking at the thief class from Dungeon World, it seems to be more about trap detecting and escape. He wants something that would give him a leg up on hiding in the shadows and bursting out and scaring/punching baddies.

I always thought that The Mastermind had moves that could be flavored into a batman-type personally.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.

Hugoon Chavez posted:

TRIGGER WARNING THIS poo poo.

Geese are the scariest motherfuckers. I got mauled by five of them to the behest of an evil duck that I'm convinced was some kind of fowl demon. I wish I was talking about tabletop. I can't hear a quack without fearing for my life.

I'm only half joking here.

As for swarms, fairies!

We had a family friend who kept geese on their acreage, and I have fond and not so fond childhood memories of being chased all over their yard by white-winged monsters taller than waist height. That poo poo is as real as it gets.

TheDemon fucked around with this message at 12:24 on Mar 27, 2014

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.

TheDemon posted:

Ergonomix has given me permission to post a major update I've been working on to The Mastermind (mediafire link here). Came about because I'm getting close to Level 10 with his original Mastermind in a long-running campaign and started running out of moves.

I'm about to post an update to this, but I was wondering if anyone who has played or seen played the current iteration of The Mastermind would like to give me some feedback?

Current Scheduled Changes (Link to the update DRAFT copy):
- Defining the Disguise Kit mechanically (thanks to Gnome7 for the kit item)
- Changing Headquarters into an Advanced Move, as its power level seems to fit there much better...
- Cleanup of unclear or useless tags from Headquarters
- Remove My Secret Lair, HQ points now scale with level instead
- Removing the mechanical crunch / bonuses from Plans Never Survive Contact With The Enemy, works better as a narrative control move
- Rephrasing moves to 7+ and 6- instead of "hit" and "miss"
- Changing the My Loyal Lieutenant move so that the servant tracks damage taken separately, because the shared hp move cribbed from The Noble is incredibly clunky

Considering:
- Removing some 6- consequences from moves? I'm really unsure about this, because whether 6- consequences on moves are good or not really depends how on-the-ball a GM is about making their own moves. By the rules the GM is supposed to make their own move even if the move already lists a 6-, so 6- stuff in a playbook is mostly cinematic direction, so to speak, but that also makes it unnecessary and potentially confusing window dressing.
- With eleven 2-5 moves and eight 6-10 moves, I'm trying to figure out what to swap to 6-10, but it wouldn't worry me to leave it as is. edit: moved Boom. to 6-10

TheDemon fucked around with this message at 05:58 on Apr 3, 2014

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
I considered that but the main difference is the Mastermind has always been about disguising yourself as specific NPCs rather than generic ones. There's even advanced moves that rely on this. So I can't really use that kit, even if I really like it.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.

psychopomp posted:

Hey, are there any limits on what kind of species a druid can shapechange into? Say he's a forest druid. Can he turn into a forest dragon? A brownie? An elf?

Technically speaking, the limits are what's listed in the move ("any species whose essence you have studied or who lives in your land"). But as a GM I might ask the druid to Spout Lore about whatever exotic species he's trying to shapeshift into before I let him do so.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.

KillerQueen posted:

I wouldn't do this, because it then becomes two rolls for one action, which I don't feel should ever be a thing in Dungeon World.

I don't really agree; two rolls is a great way to make something more special or riskier. It's quite common to ask for Defy Danger along with another roll, say, for something like attacking an enemy with an active defense like spikes or whirling razor wires or whatever. Nor does failing Spout Lore prevent the Shapeshift move from being used anyway. Going away from the rules a bit, it's likely that the Druid and the GM are going to cooperate on the shapeshift form and its moves anyway. Spout Lore just kind of... fits? for figuring out what an exotic creature might involve.


gnome7 posted:

You could use the generic kit, and reword the move to "When you use a disguise kit, you can disguise as a specific person instead of a generic type of person. Everyone will think you are that person unless you give them evidence otherwise."

Oh, duh, creating an exception is totally a thing I can do with a move. Thanks gnome!


Something Else posted:

I just started playing one in PbP on another forum. I wish I could say I had anything to really report, but we literally just started and I've triggered exactly one move so far (Defying Danger to use the Disguise Kit without being noticed). That being said, the DK should have some "ammo" to it, and the player should probably be required to describe their kit. I don't think disguising really warrants a starting move, because I don't see that as necessarily being fundamental to supervillainy. Maybe there's a drive that confers it, perhaps in place of My Loyal Servant (though still allowing you to take it later, of course)? Making the Headquarters an advanced move makes me sad, because it's so awesome, but having HQ points scale with player level makes perfect sense. Boom. seems like it could be a 6-10 move.

Hopefully I can help more as the game progresses!

I've heard the same thought from other sources, that the Disguise Kit should have ammo/uses, which also meshes with the DK from other classes, so that's definitely in. As for a starting move, well, it's already in the starting gear which is practically a set of moves anyway. I can definitely consider moving better disguising to the Sneaky style, but although disguising isn't essential to supervillainy, I've never once seen this class played without disguising.

But that's why I really want player feedback! So thanks, you've been a big help. And I'd appreciate if anyone else who's played The Mastermind also gives their review.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
Ironically, I put the Disguise Kit in the class originally to encourage people to disguise themselves...

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
Is it anything like what's included in the Inverse World book?
e: Or rather, isn't it you who was included in the IW book?

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
It definitely handles big parties better than most systems, especially since it's much easier to split the party in DW, but yeah it's a long night as GM.

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
The list of DM moves is awesome and when they roll 7-9 or 6- and are stuck you can always look at the DM move list. Always. You'll have to adjust the severity of what you do according to how they succeeded or failed (never invalidate a success if they got 7-9, for example), but I've never looked at the DM move list and thought "oh there's nothing here", except in the rare case where it's more "oh, shouldn't have asked for a roll in the first place"

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TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
It's one of those rules that are basically for flavor and doesn't really make the game suffer too much if you ignore it (doubly so if your players are awesome). Like the rule to pick a name / look from the list.

Bonds that feed into each other are the best. I don't have any specific examples off hand, but my DW group has certainly done our fair share of cool bond pairs.

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