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gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??


A Game with Modern Rules & Old-School Style


All images and banners courtesy of Aldante_Fax and a fair portion of this is straight from the previous Dungeon World thread's OP.
If there is anything anyone wants me to add to this OP, say something in the thread and I will get to it as soon as possible! I watch this thread like a hawk.


Dungeon World is everything you ever wanted Dungeons and Dragons to be, but it wasn't. It is a fantasy adventure roleplaying game that takes the fun stories that sometimes happen as a result of playing D&D and builds the game around making those happen. Dungeon World emphasizes collaborative discovery, streamlined gameplay, while downplaying rules minutiae and 'monty haul' mentalities. The end result is a game focused heavily on the fiction, and what sort of flavorful effects you invoke is often just as or more important than actually dealing damage is.

The Dungeon World website can be found here.



Originally starting out as a hack from Apocalypse World, it has since moved on and grew far beyond its original system's trappings. Sage LaTorra and Adam Koebel released Dungeon World Basic, a prototype of the system, at GenCon 2011, and have since gone on to further refine the rules and bring it to a commercial release after seeing the positive response and feedback.

While relatively short on development history (compared to some other games) Dungeon World has a large pool of playtesters that contributed to the development of the project. It was acknowledged by Vincent Baker, the creator of Apocalypse World, and has support in some way shape or form from other independent RPG developers, some of who have gone to make adventures for Dungeon World.

Now in the final preparations for its first edition release, Dungeon World enjoyed runaway success on Kickstarter. Extras from the fundraiser yielded significant extras due to raising more than 2000% of their initial target of $4000.

Dungeon World is now available as a full color PDF, ePub, HTML, and print release, available here. Print copies are out to kickstarter backers, but not yet for sale. Links will go here as soon as they are.



The majority of visible mechanics are printed on character sheets that have class-specific information, sometimes referred to as a "Playbook". In addition to those, there are also a set of general and special actions that players have actions to, referred to as "Moves". GMs also get a set of special Moves suitable for running the game. This is the core of the Apocalypse system which Dungeon World takes its roots from - for more information, Evil Mastermind has created an excellent thread on all things Apocalypse World related here.

Conflict presentation and resolution is separated into two sections - narrative, and mechanical, and the two are very much connected to each other.

The narrative side of Dungeon World recommends staying in character and following actions to their logical conclusions. Players should always be thinking actively rather than sitting around waiting for something to happen - their actions dictate the world around them. Does Donovan the Cunning say that there is a Secret Door nearby? Perhaps there is, if you search for one...

This is where the dice come into play, to provide a bump in the right direction where some uncertainty or chance is welcome. Conflict resolution is fairly simple: Roll 2d6 + Statistic Modifier, or in rare cases, 2d6 + Statistic. A roll of 6- is considered a "Miss", a 7-9 is a "Success, with a cost", and 10+ is a "Hit". Each of the three outcomes dictates a different path in the narrative. Donovan may find the Secret Door he thinks is there, but it may be jammed, locked, trapped, or maybe something is lurking behind it that he doesn't want to meet...



Dungeon World is primarily about exploration and discovery. This point is so important, in fact, that it is a key Agenda item for GMs! Something always is happening in the world, and most of the time the GMs and the players work together to find out what happens. The dynamic of the ongoing 'conversation' that players and GMs have establish the world through discoveries in the gameplay itself, not in an already-established campaign setting. Maps are drawn loosely and left blank, intended to be filled in later with new ideas. Adventure and campaign hotspots, known as Fronts, represent the world and the danger that characters undertake in a race against Grim Portents, things that have the capacity to change the game setting itself.

The end result of the game's conflicting nature is that there is a huge focus on the fiction of the game, and you only roll when what happens next comes into question. With this emphasis on fiction first, Dungeon World plays out a lot more like a conversation than most games. The game flows back and forth between the players and the GM, each reacting to what the other just did. Gameplay is very quick as a result - you'll be surprised how much you accomplish in a single session.



The most up to date version of the rules can be found here!

:siren::siren: The print version is now available to buy! :siren::siren:

The free version of the rules can be found here! Last updated 10/14/2012.

The core rules of Dungeon World are an all-in-one package featuring all the class Playbooks and a framework for GMs to hit the ground running after a read-through of the book. Include sample monsters, how to run the first session, and how to design a campaign, adventures, and fantastic locations through the use of Fronts. The best part about it? It's free! Open sourced development released via Creative Commons means anybody can pick up and play the game as suits their fancy, making changes and perhaps even a whole new game with Dungeon World as its inspiration. The creators say that it's their way of saying 'thank you' to the games and the community that have supported them and provided the countless hours of enjoyment.



All adventures are planned for PDF release. Certain backer tiers for the Kickstarter will receive advance or free copies of the adventures, but they will normally be available for PDF purchase by their respective authors.

Within the Devil’s Reach, by Josh Mannon - RELEASED



Number Appearing, by Justin Wightbred - RELEASED



Dark Heart of the Dreamer, by Johnathan Walton



Juntu’s Floating Ice Hell, by Jason Morningstar. Not yet released, to my knowledge.


Indigo Galleon, by John Aegard - thanks to Evil Mastermind for the tip




  • War Sourcebook - To be released late 2012, but hasn't been yet.
  • Barbarian Playbook - a warrior with herculean appetites that fuel their crazed strength.
  • Class Compendium - In development, but it might as well be the content megapost below this one
  • Monster Compendium - a digital Monster creator for Dungeon World, and it shares your creations on the internet for other people to use.
  • Planarch Codex - By Johnathan Walton. Related to Dark Heart of the Dreamer, features rules for hybrid races (half-X, half-Y), planar travel, the dimensional city of Dis, and other additional rules. Previews: Dis - the Ravenous City, Planarch Codex Preview Chapter
  • Dungeon Planet






  • When I started running Dungeon World I found that you should adhere to the book fairly closely. It provides valuable advice to keep the ball rolling, such as ending many GM Moves with the phrase, "What do you do?" Prompting actions from the players is key in making sure the game doesn't stale too quickly. Over-preparation is the enemy in this case, as the players will work with you to build the world around you. Going through the steps for the 'First Session' outlined in the book are highly recommended in order to acclimate people to the game flow and style. - aldantefax
  • Consider surrendering control to players when in doubt. Sometimes a failed roll is just a failed roll with no serious connotations - roll with the punches and drive the game forward. Interesting situations come from interesting actions. - aldantefax
  • Take the GM moves seriously. I found that I wasn't and went back and looked at them (and my Agenda and Principles) before deciding what to do. It improved my choice. Codifying GM moves, in part, is what prevents boring sessions, I think, by telling you to pick the interesting over the boring, and by moving the story along. - Lunatic Pathos



  • This is not Dungeons and Dragons.
  • Don't get into the habit of "roll first, describe later" - let the narrative dictate when you should roll!
  • Don't be afraid to make stuff up about the game world. Your GM should expect you to do so.
  • Don't be afraid to take chances. Danger is your bread and butter!
  • A discussion on Wizards (may eventually require archives)
  • Druid's Shapeshifting FAQ - the Druid's Shapeshifting move is easily the most confusing ability in the game, so Lemon Curdistan put together a post explaining exactly how it works.

gnome7 fucked around with this message at 14:25 on Feb 12, 2014

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gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??
Dungeon World Content Mega-Post - Updated 5/28

I update this post regularly. If you would like anything you've made to be added to this post, either post in the thread, PM me, or email me at jeikobu73@yahoo.com. Important and/or extremely good content gets a nice little :siren: to mark it. As this thread ages, some of this content might disappear into the SA archives. If you find any of the links below are dead or wonky, please let me know.



:siren: Scrape and Evil Mastermind's Dungeon World GM's Guide :siren:

Are you just too confused about everything Dungeon World has to offer? Fret not, for you have a handy guide! SA's own Scrape and Evil Mastermind have come together in a collaboration to create a veritable compendium of clarifications, examples, and insights on building worlds that players can enjoy. For all peoples who are interested in Dungeon World! Also includes additional classes and races brought about by Emong and his wonderful contributions.



Other DM Aids:
aldantefax's Career Move ideas
CADPAT's C'thulhu-style front and custom "sanity" move
CADPATs Deck of Many Things
Evil Mastermind's Madness Mechanics
Evil Mastermind's Quicksteel items
Fenarisk's Homestead playbook
Glazius' Gnomes
gnome7's Basic Rules cheat sheet
ImpactVector's Campaign and Adventure Fronts
LemonCurdistan's Base Class Alignment Moves list
LemonCurdistan's Base Class Racial Moves list
madadric's tribute to Michael Jackson
madadric's Heartseeker Talisman item and Rope Bridge custom move
MadRhetoric's Paladins of unusual races
Mattie's Character Sheet Spreadsheets (Ich's additional spreadsheets, in the same format)


Monsters:
:siren: Captain Indigo's Monster Creation tips
dwarf74's Basic D&D monsters
Evil Mastermind's Elemental liches, in progress, includes Elemental champion compendium classes
Evil Mastermind's Mind Flayer
jonthegm's Wight
LemonCurdistan's Draigs and Spiderhorse
Mikan's Last Stand Monsters (DTRPG link)
PublicOpinion's Betrayer
PublicOpinion's Ecology of the Void
PublicOpinion's Handmaidens of the Spider Queen
PublicOpinion's Hollow Man
PublicOpinion's Liar
PublicOpinion's Morddreggoste



New Classes:
Inkscape Playbook Template (thanks Fenarisk!): Page 1, Page 2
Open Office Template (thanks zarathud!)
Word Template (thanks zarathud!)

Fenarisk's revised Core playbooks

Spincut's organized list of finished playbooks

Androc's Arcane Duelist (RPGNow)
Androc's Cursed Knight (RPGNow)
Androc's Summoner
Arrrthritis' Beastmaster, in progress
Asininecurist and gnome7's Noble
berenzen's Elemental Knight, in progress
Blasphemeral's The Gallant
:siren:Boing's The Slayer
DeltaSquid's Inquisitor (IW version)
Desty's Merchant Prince (Playbooks)
devilmaydry's Conflux, in progress
Drop Database's The Master
ElegantFugue's Marksman (IW Style
:siren: Elmo Oxygen's Medic (DTRPG link)
Ergonomix's Mastermind
EscortMission's Beguiler
EscortMission's Punk
Fenarisk's Assassin
Fenarisk's Leader
Fenarisk's Brute
Fenarisk's Pariah
Flavirus and Okasvi's Augur
Flavivirus' update to Sage LaTorra's Battlemind
:siren: GimpInBlack's Gladiator
GimpInBlack's Berserk
:siren: Glazius' Princess
gnome7's Alternate Playbooks Packet (Artificer, Mage, Priest, Templar)
:siren: gnome7's Clock Mage (Preview Edition)
gnome7's Cultist (Preview Version)
:siren: gnome7's Dashing Hero (Preview Version)
gnome7's Dragon Mage (Preview)
gnome7's Drider
gnome7's Improved Bard
gnome7 Improved Fighter
gnome7's Improved Wizard
gnome7's Masked Mage (Preview)
gnome7's Winter Mage (Preview)
gnome7's True Friend
:siren: gnome7's Witch (Preview Version)
Evil Mastermind's Warlord, in progress
Kai Tave's Warlord
Kaja Rainbow's Imposter
KillerQueen's Diabolist, in progress
Lemon Curdistan's Assassin (Compendium Class Version)
:siren: Lemon Curdistan's City Thief Equipment List)
Lemon Curdistan's Peerless Fighter
Lemon Curdistan's Shaman (DTRPG link)
:siren: madadric's Spellslinger (DTRPG link)
madadric's Fae (DTRPG link)
madadric's Fool (DTRPG link)
madadric's Giant
MadRhetoric's Oracle, level 1-5 teaser version
MadRhetoric's Sharpshooter, level 1-5 teaser version
MadRhetoric's Swashbuckler, level 1-5 teaser version
megane's alternate Wizard moves
:siren: megane and gnome7's Mage
:siren: Mikan's Warlock (DTRPG link)
:siren: Mors Rattus' Initiate (DTRPG link)
Mr. Prokosch's Djinn DTRPG Link
Mr. Prokosch's Pixie DTRPG
Mr. Prokosch's Observer DTRPG
Mr. Prokosch's Horde DTRPG
Mr. Prokosch's ShadowCat DTRPG
Mr. Prokosch's Ogre DTRPG
Nemesis of Mole's Automaton Bard and Storm Wizard
Nemesis of Mole's Vampire Killer
NinjaDebugger's Ninja
Okasvi's Elf
Okasvi's Scholar, in progress
:siren: Rulebook Heavily's Namer (DTRPG link)
:siren: Rulebook Heavily's Race As Class playbooks
Sears Poncho's Charlatan
sentrygun's Spirit Catcher
Shamblercow's Hardened Convict (playbook)
Shamblercow's Necromancer, in progress
Shukaro's Freelancer
:siren: TheLoneAmigo and gnome7's Artificer
The Supreme Court's Brute: Google doc link | DTRPG link
The Supreme Court's Necromancer, in progress
Tollymain's Stolen
:siren: TombsGrave's Psion
TombsGrave's Slipstream Warrior
unzealous' Metamorph
wrl's Knight, in progress
wrl's Hot Shot, in progress

Playbook Bundle 1
Playbook Bundle 2


Compendium Classes:
gnome7's Compendium Class Template (requires Inkscape)

Androc and gnome7's Compendium Class Pack, which includes the Assassin, the Cursed Knight, the Demiurge, the Firebrand, the Juggernaut, and the Swashbuckler
Androc's Ascendant
Benly's ...Harbinger?
Bigup DJ's Hulking Hurler
Bigup DJ's Serpentine (Alternate background option)
bugcatcher's Monster Tamer, in progress
CitizenKeen's Harbinger
Desty's Zombie
Emong's Compendium Classes.txt ZIP file
EscortMission's Slider
FrozenGoldfishGod's The Chosen
gnome7's Marked Ninja
Hugoon Chavez's Dragon Marks
KillerQueen's Jojo's Bizarre Adventure compendium classes
Kobold's Masquerade
Lemon Curdistan's Assassin (Full Class Version)
Lemon Curdistan's Avowed
MadRhetoric's Wishbearer and Eternal Protector
MadScientistWorking's Firefighter
Mikan's ...Broken Spirit?
Mikan's Monster Hunter
Mors Rattus' Ronin and Blindfighter, don't know how long they'll stay up
Mr. Damage Control's Chieftain and Big Boss
Okasvi's Miscellanious Compendium Classes
Okasvi's Immortal
Okasvi's Vampire
PublicOpinion's Hat Master
PublicOpinion's Honorary Librarian (includes extra race options)
PublicOpinion's Racial Compendium Classes
Tollymain's Fading
Tollymain's Leviathan Master
Tollymain's Talebound



Settings and Adventures:
aldante_fax's Infinite Dungeon
Danoss' Living Dungeon World
GimpInBlack's Dark Sun World
InfiniteJester's Mutant World. a Gamma World hack
John Harper's Streets of Marienburg, a Warhammer Fantasy playset of World of Dungeons.
madadric's Land of the Dead
Mikan's Twin Spirit Isle
Mors Rattus' Seventh World, a Seven Seas hack
PublicOpinion's Agram's Temple
World of Dungeon Crawling, a high-lethality hack of World of Dungeons.


Published Books:
Dungeon Planet (Dungeon Planet Playbooks)
Inverse World (Preview Playbooks)
World of Dungeons
Grim World Kickstarter


Support
If you'd like to support the various goons who make these wonderful things, you can throw money at the following places:

Mikan's Fünhaver Industries
Gnome7's DTRPG publisher account
madadric's DTRPG publisher account

gnome7 fucked around with this message at 10:14 on Nov 14, 2017

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
Question: Should players restock gear automatically restock their gear at the beginning of a play session, as long as there's a bit of downtime between adventures?

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

Golden Bee posted:

Question: Should players restock gear automatically restock their gear at the beginning of a play session, as long as there's a bit of downtime between adventures?

I've been making my players spend cash and tell me what they want when they restock between sessions, but then again, my party has a Noble, so spending money is a big part of what she does. So in my games, the answer has been 'no,' but I don't see any reason you couldn't do it that way. It would be a pretty good solution.

Tollymain
Jul 9, 2010

by Jeffrey of YOSPOS
Here's a revision of my current CC homebrew idea:

The Aware

When you realize that stories have real power in your world, or that you’re actually a fictional character, or something along that spectrum, you may take this move when you next level up:

All The World’s A Stage

You know a lot about stories. After all, you’re in one! Choose what sort of story you’re in:
A comic tale bouncing from one hilarious mishap to the next.
A dashing tale of death-defying exploits and daring-do.
A sordid tale of revenge and passion.
A twisted tale of conspiracies and secrets.
When you act on this knowledge in a way that complicates your life and the lives of those around you, you gain 1-Plot. You may have a maximum of 3-Plot. You may expend Plot to gain +1 forward to an action, or to declare something true that otherwise might not be.


Afterward, you may take the following moves when you level up:


Pulpy Dialogue
Good stories need good dialogue. Bad stories need great dialogue. When you make a terrible pun/fire off a snappy line as appropriate to your tale, you may expend 1-Plot to maximize your damage die or automatically succeed on a Defy Danger roll.



The Story’s Not Over Yet
When you are about to die before your time, you may expend all of your Plot before rolling Last Breath. If you do, the following changes apply. If you roll 7-9 on Last Breath, instead of making a bargain with Death, you find that he’s been following your story. He’s willing to let you go because he wants to see how it ends. If you roll 6-, he’s got his own ideas about where the story should go, and will only let you return if you agree to his demands.



A Million To One
When you purposefully choose the most dangerous path available to you, trusting in your plot-relevance to pull you through odds that anybody else would think truly impossible, you may expend 1-Plot for one of the following effects:
You and another person or object come out the other end completely unscathed.
Despite what happens to you, your mission is utterly successful; nothing can take this away or reverse it.

Wording is clunky and I'm not sure about the mechanics still. Thoughts?

madadric
May 18, 2008

Such a BK.

Golden Bee posted:

Question: Should players restock gear automatically restock their gear at the beginning of a play session, as long as there's a bit of downtime between adventures?

I think that's your call as a GM. I had my players just purchase more adventuring gear and such when they visited a village, since they didn't have anything else to spend their coin on and it was burning a hoe in their pockets. If your players have not been getting much loot, and they have friends or family nearby, a free top-up isn't out of the realm of possibility.

It's an opportunity for fiction, though. Ask them how they restock, and see if their methods might get them into trouble or cost them a favour.

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

KillerQueen
Jul 13, 2010

Latest Diabolist!

Patch Notes: added a combat ove to the starting moves, added a section to "cashing in" to include NPCs, added "Brood" and "The Promise" to the 6-10 advanced move list.


On another note I just completed my first session with The Psion today, and I must say I highly enjoyed it! It has a very good mix of combat and non-combat moves, all of which are very reasonably effective, and the class itself has just enough flavor built to be distinct from other classes and allow for most any character concept. All in all, a good class.

PublicOpinion
Oct 21, 2010

Her style is new but the face is the same as it was so long ago...
Tentatively the 'final' version of Agram's Temple, now with Agram having a move to eat people and an expanded list of items!

aldantefax
Oct 10, 2007

ALWAYS BE MECHFISHIN'
Here's a new discussion for the new thread. In your opinion, should all loot in Dungeon World be deliberate, randomized, or a mix of both (specify what level of mixture)?

I ask because one of the great things of dungeon crawls of yesteryear were the randomly generated loot that produced unexpected results and their own unique challenges, from 75 pounds of jaguar pelts to a king's fortune - but all in copper. Cursed items, particularly in later editions of D&D, did not have as much bearing as beneficial items. In fact, items that did NOT have a use in later editions of D&D, such as art objects and various jewelry, outfits, and so on were largely ignored.

Now, people can request loot to be generated and have it be an integral part of the game; an upgrade to stabbing somebody, new songs for the bard, new spells for the wizard, and a new set of armor for the paladin. However (and this is from anecdotal evidence, so your mileage may vary) players and their characters will get attached to very mundane or strange things that don't serve any purpose, as a memento of the dungeon, notable experiences, or just for the cool factor.

To further expand on the above question, how much of your generated loot is ornamental (serving no other purpose than income) versus functional (serving some type of equipment role for combat or adventuring)?

PublicOpinion
Oct 21, 2010

Her style is new but the face is the same as it was so long ago...
After someone pointed out the Slave Pits of Drazhu as a model, I've modeled the loot tables in my stuff after that. Specifically, a table of random objects where each entry is two items. I semi-randomly select stuff from the list, and present the choice of which item of the pair is actually present to the player.

Example: I prepared this list for a game, but actually wound up not giving out any of it as the PCs were uncharacteristically non-kleptomaniacal:

Junk

A gnawed femur (close, clumsy)/A brass button
A rusty can opener/A spring
A crossbow bolt/A mysterious flask
Brass knuckles for a person with three fingers/An alligator skull
A switchblade that refuses to switch/Five nails
A rough garnet/A copper nugget
Some mushrooms/A cloudy wine bottle
A handful of lead shot/A badly carved figurine of a bear
Half a set of manacles/A muddy prayer flag

Stuff

A notched sword (close)/An axe handle
Three serrated knives (hand)/An engraved bronze cylinder
A crate of mason jars/A book of poems
An alligator totem/A walking stick with a carved alligator face
A necklace of fangs/A heavy leather mask
A steel left gauntlet/A short but heavy rope
A wooden shield with iron spikes (Armor +1)/A mysteriously glowing glass fishing float
A gun barrel with a muzzle brake shaped like a dragon/Seventeen brass hexagons
A cleaver with ‘GURT’ scratched into it (+1 Damage, hand)/An ocarina

Good Stuff

Twenty-four gold coins with a hole in them, looped on a string/A pearl-handled razor (+1 damage, hand)
A magic wand/A necklace with a twisted iron pendant
A consecrated iron spike/A hymnbook
A gold ring/A forged letter from Baron Helmsworn that says you’re “good people”
A crystal ball/A set of onyx game tiles with gold inlay
A portrait on wood planks/A magnificently plumed helm

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
My ranger went WILD over a set of armor that's equivalent to default, but is always fashionable. The thief stole something for (a necklace of become-a-minotaur) that ended up to creating a month long antagonist. What isn't cool they'll sell.

Golden Bee fucked around with this message at 08:21 on Mar 25, 2013

Lemon-Lime
Aug 6, 2009
That list of treasure is exactly what it needed, PO.

gnome, you can replace the link to the Draigs/Spiderhorse in the OP with this: http://codex.dungeon-world.com/profile/58001/monsters

madadric
May 18, 2008

Such a BK.
I also find that something about DW seems to not trigger the kleptomaniac take their stuff part of "kill things and take their stuff" in my players as well. Generally, they might take some grisly trophy from a slain foe and I occasionally throw out a strange unidentified item.

One such item was a small snuff box of glittering dust. Later when they came across a sarcophagus with a magic "flesh sticks to the lid" trap I improvised and the bard got his face stuck to the lid, they randomly decided to use the glitter dust I came up with on the spur of the moment. I thought that was a cool idea and decided it worked for them.

I love how DW has this emergent gameplay built into it, you just make these things that have questions that beg to be asked. Things like "a key" "a strange idol" "a jar of weird goo" and other interesting things make great loot you can incorporate later in interesting ways.

If I think it's likely that wealth is a likely treasure, then I'd provide it directly, in the form of jewels or coin, but my game at least doesn't seem to run on cash as a reward.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??
To go with the above, I've given out almost entirely practical stuff for rewards, although some coins and jewels have definitely made it into the players' pockets in the past. But it's mostly things like "a closet full of shovels" or "a box half-filled with old dynamite" or "a room full of weird surgical implements." The shovels ended up arming one of the party members for half the dungon, since his spear broke earlier. The box full of dynamite ended up being used for a kamikaze attack to take out a swarm. They didn't even touch the surgical implements themselves, they were too creepy-looking, but they did tackle an owlbear into the table full of them to finish it off.

I have one particular player who is a little bit kleptomaniac, in that she takes something everytime there is stuff around to take, but she doesn't take everything, and no one else takes everything either. It's definitely nothing like D&D, where taking everything that isn't nailed down is a fine tradition wherein you break out the axes and shovels to get the stuff nailed down afterwards, and I'm not really sure what makes it so different in that regard. It's definitely a lot more fun this way, though, and I really like that "semi-random list of paired options" idea and I'll be incorporating that into the next dungeon for sure.


Lemon Curdistan posted:

gnome, you can replace the link to the Draigs/Spiderhorse in the OP with this: http://codex.dungeon-world.com/profile/58001/monsters

Changed the link, thank you.

TombsGrave
Feb 15, 2008

KillerQueen posted:


On another note I just completed my first session with The Psion today, and I must say I highly enjoyed it! It has a very good mix of combat and non-combat moves, all of which are very reasonably effective, and the class itself has just enough flavor built to be distinct from other classes and allow for most any character concept. All in all, a good class.

Glad to hear it! (And thanks again to the thread for helping me whip it into shape.)

Since last I posted I've been running a campaign set in the midst of an industrial revolution and a WWI-scale conflict. It was going to be a noir-ish game of intrigue and mystery but quickly and naturally became something else. The--I believe--third or fourth session was when it really came together and amazing stuff happened. It's a bit of a long story, though--should I post it in the Notable Experiences thread instead?

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

TombsGrave posted:

Glad to hear it! (And thanks again to the thread for helping me whip it into shape.)

Since last I posted I've been running a campaign set in the midst of an industrial revolution and a WWI-scale conflict. It was going to be a noir-ish game of intrigue and mystery but quickly and naturally became something else. The--I believe--third or fourth session was when it really came together and amazing stuff happened. It's a bit of a long story, though--should I post it in the Notable Experiences thread instead?

It wouldn't be the first time we've had story time in the DW thread, and I'd certainly like to hear it here. Maybe crosspost it if it is particularly notable.

Also on the topic of the Psion, I actually have a Psion in my group and he seems to be having a blast. Almost too literally, though - Telekinetic Strike seems to be his go-to solution to every single problem we run into, ever. He's definitely gotten some use out of the other moves, but he really likes making things explode, and I feel like the 7-9 options on the move aren't quite open enough. There should really be a third or maybe even fourth one to play off of, I think, because my player has literally never taken the "-1 forward" option, and it is hard to continue thinking of ways the player can expose himself to danger with telekinesis, probably one of the safer powers around for the user.

Of course I am literally incapable of giving feedback without offering to rewrite everything, so now that I've put that concern on the table I feel compelled to do so:

Telekinetic Strike (WIS) posted:

When you attack with telekinetic force, roll +WIS. On a 10+, deal your damage. On a 7-9, deal your damage, but choose 1:
• You expose yourself or an ally to danger.
• Something near your target is destroyed by the blast - the GM will tell you what.
• You're overwhelmed with psychic feedback, stunning you for a moment.

Your Telekinetic Strike is a weapon with the tags Near, Forceful, and Messy.

madadric
May 18, 2008

Such a BK.

gnome7 posted:

To go with the above, I've given out almost entirely practical stuff for rewards, although some coins and jewels have definitely made it into the players' pockets in the past. But it's mostly things like "a closet full of shovels" or "a box half-filled with old dynamite" or "a room full of weird surgical implements." The shovels ended up arming one of the party members for half the dungon, since his spear broke earlier. The box full of dynamite ended up being used for a kamikaze attack to take out a swarm. They didn't even touch the surgical implements themselves, they were too creepy-looking, but they did tackle an owlbear into the table full of them to finish it off.

I have one particular player who is a little bit kleptomaniac, in that she takes something everytime there is stuff around to take, but she doesn't take everything, and no one else takes everything either. It's definitely nothing like D&D, where taking everything that isn't nailed down is a fine tradition wherein you break out the axes and shovels to get the stuff nailed down afterwards, and I'm not really sure what makes it so different in that regard. It's definitely a lot more fun this way, though, and I really like that "semi-random list of paired options" idea and I'll be incorporating that into the next dungeon for sure.


Changed the link, thank you.

I'm wondering if its linked to the low load rating of even the buffest of characters, and the fact that cash doesn't really make you that much cooler in the game. My players are much more invested in making cool custom moves related to things they make or to reflect changes in their characters than getting some boring +1 sword or a draw full of china.

Lemon-Lime
Aug 6, 2009

gnome7 posted:

When you attack with telekinetic force, roll +WIS. On a 10+, deal your damage. On a 7-9, deal your damage, but choose 1:
• You expose yourself or an ally to danger.
• Something near your target is destroyed by the blast - the GM will tell you what.
• You're overwhelmed with psychic feedback, stunning you for a moment.

Your Telekinetic Strike is a weapon with the tags Near, Forceful, and Messy.

This is a really good rewrite and should go into the playbook.

Speaking of the playbook, did it get updated since December? The version I have still has the wrong trigger/requirements for Mindjack. Specifically, it should either be a Requires (rather than Replaces) Imp of the Perverse (so that the more restrictive trigger only applies when forcing a target against its better judgement/moral code), or the move trigger should read:

quote:

When you mentally force a target to obey a simple order, roll +WIS. On a 10+, they obey your command to the best of their ability, even against their better judgment or moral code.

As it stands, if it's a Replaces it means you can actually use it on less targets (only when forcing creatures to do something against their better judgement/moral code rather than any time you mentally command someone to do something).

PS: when are you playbook-ing the Shaman 2.0, gnome? :colbert:

Lemon-Lime fucked around with this message at 11:01 on Mar 25, 2013

Oo Koo
Nov 19, 2012
Just rescuing a bunch of my stuff from the old thread.

Misc Compendium Classes & Moves
Vampire
The Immortal

Kai Tave
Jul 2, 2012
Fallen Rib
The Warlord link still looks good. Still can't come up with a replacement/fix for Wolf Pack Tactics but I've also been busy working on characters/posts for actual games I'm playing, so.

Here's an semi-related question for the DW experts; a lot of the fanmade playbooks seem to have some variant advanced multiclass move beyond the Multiclass Dabbler move present in the core playbooks. What's the purpose behind that decision? Is it largely a flavor thing or is there somethink hinky with Multiclass Dabbler that I'm not aware of yet?

madadric
May 18, 2008

Such a BK.

Kai Tave posted:

The Warlord link still looks good. Still can't come up with a replacement/fix for Wolf Pack Tactics but I've also been busy working on characters/posts for actual games I'm playing, so.

Here's an semi-related question for the DW experts; a lot of the fanmade playbooks seem to have some variant advanced multiclass move beyond the Multiclass Dabbler move present in the core playbooks. What's the purpose behind that decision? Is it largely a flavor thing or is there somethink hinky with Multiclass Dabbler that I'm not aware of yet?

Dabbler is functional, but how it works in regards to choosing starting moves that have related moves was initially implied in earlier versions of the rules instead of being explicit. The different wording in third party playbooks is one part clarity, and one part keeping a class' flavour specific, when it limits which class moves can be taken from.

Kai Tave
Jul 2, 2012
Fallen Rib
Okay, that's about what I was figuring. I've been going back and forth on the Warlord as to whether I want to go with Dabbler moves or something custom. Right now I have it half-and-half and ehhhh that seems kind of inelegant and maybe dumb, I don't know.

Lemon-Lime
Aug 6, 2009

Kai Tave posted:

Here's an semi-related question for the DW experts; a lot of the fanmade playbooks seem to have some variant advanced multiclass move beyond the Multiclass Dabbler move present in the core playbooks. What's the purpose behind that decision? Is it largely a flavor thing or is there somethink hinky with Multiclass Dabbler that I'm not aware of yet?

There's a few parts to this:

1) when you take a MC move and grab a starting move that requires other moves to function (e.g. Cast A Spell), you're meant to get the other moves as well. This is sort of tucked away in the main rulebook rather than made explicit, so for clarity's sake a lot of playbooks get "when you take X via an MC move, you also get Y and Z" somewhere in them. Your Warlord doesn't need this as none of the moves rely on each other.

2) you are specifically supposed to be able to take MC moves with MC moves, which isn't always tone-appropriate. This means your Commando move can actually be used to MC into Cleric via God Amidst the Wastes, for example. It also means that being able to MC to Fighter (or any class with MC Dabbler) means being able to MC to any class at all. This isn't mentioned in the rules and was clarified by Sage and Adam

3) some classes just plain can't MC, or can't MC outside of a couple of specific classes. A lot of times it's just a very arbitrary restriction and doesn't actually serve flavour particularly well.

As a result, if you wanted to restrict MC to specific classes you'd need to write a different move that specifies that you can't take MC moves with it.

This leads me to have the following multiclass moves for the Shaman:

quote:

Friend of the Land
Choose one move from the Druid or Ranger class lists. Alternatively, choose one move from any other class list as if you were one level lower. For the purposes of the Thing-Talker and World-Talker moves, Speaker for the Dead counts as Spirit Tongue.

As you can tell, this is pretty awkward. Originally, this was "choose one from Druid/Ranger or one non-MC from [list of other classes]," but I realised that was pointless since the intent was to limit the player to MCing into classes I thought were thematically appropriate, which is pretty dumb. Shaman v1's MC move was Druid/Ranger only, but those two can only MC into each other.

Ultimately, I think MCing is one of the worst bits of Dungeon World since it's both confusing and unfairly restrictive.

It would be much better for everyone if instead of being a per-playbook move thing, MCing were either part of Level Up or just a rule. Specifically, something like this:

quote:

Level Up
When you have downtime (hours or days) and XP equal to (or greater than) your current level+7, you can reflect on your experiences and hone your skills.
• Subtract your current level+7 from your XP.
• Increase your level by 1.
• Either choose a new advanced move from one of your playbook's favoured classes, or choose a new move from any other class as if you were one level lower.
• If you are the wizard, you also get to add a new spell to your spellbook.
• Choose one of your stats and increase it by 1 (this may change your modifier). Changing your Constitution increases your maximum and current HP. Ability scores can’t go higher than 18.

Each playbook can then include a list of favoured classes. This has the advantage of both letting you indicate which MCs you think are most thematically appropriate and letting people MC to what they think makes for the coolest character.

Evil Mastermind
Apr 28, 2008

gnome, here's a few more links I pulled from the last thread:

Flowchart Megadungeons: An RPGNet thread about keeping large dungeons abstract.
Four pages of generators: Artifact, City, Dungeon, and Monster generation tables from Story-Game's WoD thread.
Node-based Megadungeons: Like the Flowchart Megadungeon thread, only more recent.
Point-based Hexcrawl: Abstracting the sandbox hexcrawl.

Also, you might want to update the link to Dark Heart of the Dreamer to the actual full release on DriveThru.

Kai Tave
Jul 2, 2012
Fallen Rib

Lemon Curdistan posted:

It would be much better for everyone if instead of being a per-playbook move thing, MCing were either part of Level Up or just a rule. Specifically, something like this:


Each playbook can then include a list of favoured classes. This has the advantage of both letting you indicate which MCs you think are most thematically appropriate and letting people MC to what they think makes for the coolest character.

That actually does look a lot better and would cut down on the whole "every playbook has to have these two virtually identical moves somewhere in the back" thing.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??
Alright, I've made a couple changes to The Psion playbook, and I've also updated/added links to the OP posts.

I really like that new Level Up move, Lemon. I think I'll talk to Mikan and see if we can't put it in Inverse World as an alternative rule.

Nemesis Of Moles
Jul 25, 2007

Quick thing - The Vampire Killer linked in the OP is part of a bigger VIDEO GAME CLASSES pack I did. With Megaman/The Mimic, The HackNSlasher/Dante and The Vampire Killer/Simon Belmont. Its at the same link as my Automaton Bard/Storm Wizard.

Content; I've converted a gaggle of people at my games club to Dungeon world, and the fact that it takes maybe 5 minutes to set up a new character means that my main game there has become a kind of revolving door game where I have a new Guest player every other week. Its kind of amazing. I was running a game with another guy watching and suddenly one of the players roped him into being an NPC. Then the new guy tried to make a roll. 5 minutes later he was the new Bard.

Dungeon World is pretty much the best.

Fenarisk
Oct 27, 2005

Wow I forgot all about my assassin class. I should do that when I final edit/ clean up my leader class.

TombsGrave
Feb 15, 2008

Yay, playtesting!

Anyhow--as I was saying, I've been running a game set in a world going through 1) an industrial revolution and 2) a WWI-scale conflict, the front of which could stand to be further from the PCs' current residence, the City of Progress. In theory this was going to be a game of intrigue and espionage as the characters, among the last able-bodied combatants and non-utility magic-users in the city, rooted out corruption and fought crime that the skeletonized police department and trigger-happy law automatons (lawtomatons?) couldn't or would only exacerbate.

Central to this particular story are:

Thadeus the paladin. Imagine a cross between a Megacity One Judge and a noir-style detective. He retired in disgrace when his fellow paladins in the order of St. Ebeneezer (taken from an idea in grognards.txt) framed him for assorted nastiness after he tried to expose some political corruption. He may be disgraced and disliked by the law, but he's a big hit among the common people and never shy about helping the helpless... or requesting heavy weapons at a sympathetic St. Ebeneezer temple. His player, admittedly, mostly just located the rule that would let him shoot stuff and neglected the rest of his abilities for a few sessions. When I asked him if he wanted to go on a Quest I had to link him the Paladin playbook and point out exactly how. (Something similar happened in a FATE game when he flubbed a Guns roll and I pointed out he could spend Fate points to bump up his roll.)

Oksana the human wizard. Her style is to build up fancy magi-tech devices through which to cast spells--a flare gun for magic missiles, bandoliers of healing potions for cure light wounds, that sort of thing. She's a comparatively recent widow, and a lot of her character stems from her mixed feelings about her husband (missing him dearly, resenting him for leaving her stranded in the City of Progress). She also has quite long-reaching designs for magic and invention and likes to think big when it comes to the Ritual move.

Also part of the group:

Sevallyn the elven fighter. He's got a literally bloodthirsty axe and his player rolls consistently high damage with it. Most monsters wind up pulped or flung around in one or two solid whacks.

Oberon the halfling druid. He's a halfling with a lion inside him! And a stalk of long grass growing out of his head, because that's his tell and it's cute, alright?

This merry band had just fought off a hideous monster with hallucination-inducing toxic waste for blood. It had been mysteriously summoned into a tank of waste water dumped into one of the city's many canals, which had it not been for the quick intervention of Oksana (ritually cleansing the toxic waste), Oberon (getting the 411 from Grandfather Catfish, an ancient, wise SUV-sized catfish who'd been poisoned by the beastie), and Sevallyn (for knocking the beast on its rear end and knocking out half its HP in one strike) things could've turned bad.

They poked around the city and the sight of the summoning and sussed out the likely cause and who could help--in this case it turned out to be a young magician named Ivan, and his good pal Sledge the huge woman with a sledgehammer who likes to sledge things. They helped him and her put the boot to a bunch of Tindalos hounds (which used Blink Dog stats) they'd accidentally summoned while helping teach aspiring magicians how to summon harmless spirits and unseen servants. Ivan speculated that someone had attuned the city to the home dimension of these hideous beasties, and so even a spell as minor as Unseen Servant may wind up bringing more into the world.

Keep that in mind for later.

Ivan's got a good idea who's behind all this, so one of his pals volunteers to ferry the crew over to them ASAP since they're on the other side of town. Naturally this prompts the paladin to drop in at a sympathetic temple of St. Ebeneezer and ask for heavy ordinance. He winds up with a demon-purging knife, the other weapons they had on-hand being drafted into the war effort. Thad and the mother superior have a discussion on the topic of doing the right thing and what have you while the others get some demon-slaying charms to strap their weapons (hands in Oberon's case, around his axehead in Sev's, and around casting implements in Oksana's). Then they double-time it to the suspect!

Said suspect is on horseback and the driver, in his infinite wisdom, decides to run her down. She leaps clear of the horse before it's splattered across the truck and gets to running. I start to type a description of Ivan screaming at the driver for nearly running down his (that is, Ivan's) sister when one of the players makes their first move. Specifically, Thadeus pulls his revolver and shoots her.

I take a moment to ask if that's what he wants to do. I made absolutely sure he knew his options--he could describe the attack as going for the kneecaps or just over her head, or even for something that could get in her way. Nope--he, the paladin, plans on shooting an unarmed suspect whose horse just got run over. I say okay, he rolls well, and kills her stone dead.

Let's say he didn't take this too well--apparently he thought she could take it, since nothing else had died in a single hit. I pointed out they'd only fought monsters so far, not fleeing unarmed suspects. Ivan sort of lets it loose that Thad just killed his sister, right before her dead-man's-switch summoning spell calls up a flock of acid-dripping mutant birds of prey. The screwup is briefly let go as they slay the beasts before the birds become some manner of infestation or epidemic. The last action in battle is Oksana loosing a magic missile and rolling a 7-9. The hour is drawing nigh for the session's time, so the player picks "Draw unwanted attention," figuring that since battle is over and there's only a few minutes left they'll be in the clear.

At which point I have an idea. See, the original idea was that she'd have run into the crowd, and then summoned up monsters and threw around mage-killer grenades--explosives triggered by the casting of spells or other supernatural things. Which would include 3/4ths of the team's abilities (spellcasting, declarations of exterminatus, shapeshiftin') and the use of the anti-demon charms for the one not packing magic. Since she'd been gunned down in the street, her coat pockets were full of anti-magic explosives...

Thadeus's player asks if it's possible to bring Ivan's sister back to life, if only so she could see a fair trial. I say maybe, so you better get her to the temple ASAP before it's too late. Thadeus hefts her body and heads back to the truck, where everyone else has already piled back in. Once the body is within a yard or so of Oksana, a cacophony of loud beeping sounds start sounding from the suspect's pockets. Two 7-9 Spout Lores ensue. Sevallyn remembers having faced men armed with anti-magician grenades; Oksana remembers that imperfect spellcasting can leave lingering auras of magic around the caster. Putting two and two together Oksana casts Unseen Servant and orders it to pull off the suspect's vest and leap into the nearby canal with it.

It's a 10+ roll, so when she accidentally summons a hideous winged abomination from another dimension, it does obey to the best of its ability. It clamps its hideous fangs into Ivan's sister's body and flies off, far enough that when the grenades go off only it and the sister's body are completely destroyed by a dozen or so exploding grenades.

This, naturally, takes resurrection off the table, option-wise. Thadeus just stares on in slack-jawed shock, the strength leaves Ivan's legs and he collapses into Sledge's arms, and Oksana just steps off the truck and starts walking home in stunned silence. Session ends!

This essentially rewrote the campaign to be about Oksana and Thadeus atoning for their hideous mistakes and trying to get to the heart of what made Ivan's sister (her name was Elisa) do the things she did. It also led into another dimension and an apocalypse cult that dwelt there. There's about... three or four more sessions to go, depending on what the players plan on doing.

I'm having a hell of a time, as are my players, if'n you couldn't tell.

TalonDemonKing
May 4, 2011

Is there anything I should know about this game before I pick this up? I've played alot of DnD/GURPS/SAS, and was wanting to play, and possibly run something Supers oriented if the system can work it.

MadScientistWorking
Jun 23, 2010

"I was going through a time period where I was looking up weird stories involving necrophilia..."

Lemon Curdistan posted:

Ultimately, I think MCing is one of the worst bits of Dungeon World since it's both confusing and unfairly restrictive.

It would be much better for everyone if instead of being a per-playbook move thing, MCing were either part of Level Up or just a rule. Specifically, something like this:
Well the issue is that its actually supposed to be follow the "genre conventions" of D&D because you kind of more or less just reinvented the level up mechanics from Apocalypse World.

MadScientistWorking fucked around with this message at 21:25 on Mar 25, 2013

aldantefax
Oct 10, 2007

ALWAYS BE MECHFISHIN'

TalonDemonKing posted:

Is there anything I should know about this game before I pick this up? I've played alot of DnD/GURPS/SAS, and was wanting to play, and possibly run something Supers oriented if the system can work it.

I think the best way to describe it to people who are much more familiar with games that have a lot of rules is to not read too deeply into things. You (and the people you're playing with) will have some adjustment phase because the game is a lot more of a two way street and the structure of play is very different. Take a look at the free rules first, since the core of it is pretty much the same despite showing a beta version from last year. Afterwards, you can take a look at Scrape and EM's dungeon primer in the second post.

KillerQueen
Jul 13, 2010

MadScientistWorking posted:

Well the issue is that its actually supposed to be follow the "genre conventions" of D&D because you kind of more or less just reinvented the level up mechanics from Apocalypse World.

True enough, but I must say I like Lemon's MC rule quite a bit more than the base DW rule. It honestly never really makes sense to me when a class has absolutely no multiclass rules (in fact I feel it's the only weakness, period, of the Psion class)

MadScientistWorking
Jun 23, 2010

"I was going through a time period where I was looking up weird stories involving necrophilia..."

KillerQueen posted:

True enough, but I must say I like Lemon's MC rule quite a bit more than the base DW rule. It honestly never really makes sense to me when a class has absolutely no multiclass rules (in fact I feel it's the only weakness, period, of the Psion class)
I was just explaining why the rules work the way they do because honestly it kind of irritates me too because its the only D&Dism that I really despise in that game.

Zandar
Aug 22, 2008

Lemon Curdistan posted:

Ultimately, I think MCing is one of the worst bits of Dungeon World since it's both confusing and unfairly restrictive.

It would be much better for everyone if instead of being a per-playbook move thing, MCing were either part of Level Up or just a rule. Specifically, something like this:

I'd be a bit cautious about letting people pick another playbook's move every level. Both AW and DW restrict the number of out-of-class moves you can take; I suspect that was at least partly to make sure that you didn't end up closer to another class than your own, especially since that could mean stepping on another player's toes.

TombsGrave
Feb 15, 2008

If you wanted multiclassing to be easier, you could have every class have Multiclass Dabbler and Multiclass Initiate as moves in addition to the moves they already have--so fighters and bards have four multiclassing moves, druids can multiclass within ranger in addition to regular multiclassing, and classes that don't otherwise multiclass have a bit of leeway.

I wouldn't want free or mostly-free multiclassing, though. You could get some ridiculous The Secret Fire style "I am every character class" poo poo going, like (just putting it out there) a level 3 fighter that casts like a wizard and cleric of level 2, as well as shapechanging like a druid and declaring exterminatus like a paladin, neither of which are level-dependent. Even if it's not necessarily overpowered (only so many bonuses to go around), it'd have a shitton of options.

EscortMission
Mar 4, 2009

Come with me
if you want to live.
I've been giving access to Worldly from Noble to my players instead of Multiclass Dabbler. It keeps player niches safe, and it's kind of cool seeing them negotiate for who will get the most use out of any given move.

Lemon-Lime
Aug 6, 2009

MadScientistWorking posted:

Well the issue is that its actually supposed to be follow the "genre conventions" of D&D because you kind of more or less just reinvented the level up mechanics from Apocalypse World.

While I acknowledge that "having lovely and confusing rules that fail to accomplish what they set out to do" is indeed a D&D genre convention, I feel it's a D&D genre convention that DW can do without.

In other words, all my Level Up move does is move the MC text out of class-specific special moves and clarify how MCing works. This has the additional benefit of meaning two more "slots" for cool and flavourful advanced moves in base classes.

Although, yes, as pointed out, my version needs to be edited to only allow two MCs or something.

Also: players aren't picking from a fixed list of advancements most of which aren't moves in my version, how is this like advances in AW?

Lemon-Lime fucked around with this message at 23:29 on Mar 25, 2013

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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
Your version (as written) also doesn't let them take moves from their own playbook.

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