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Ferrinus
Jun 19, 2003

i'm finding this quite easy, i guess in part because i'm a fast type but also because i have a coherent mental model of the world
Oh, cool. Does that mirror any changes to the core self-transformation power? Have you, in fact, got a version of the sheet with that + the part-specific (i.e. "world of cardboard") advanced moves on it?

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Bigup DJ
Nov 8, 2012
I finished the Serpentine! Of course nothing's ever finished, but I'm really happy with how this finished draft has turned out. I'm not sure the current move for Constrictor fits the tone of the class, though. Maybe the move silences its target because they can't breathe? Something like that. The class has also got a fancy new advancement mechanic based on Keys!


This is really great - I know I say that about everything but I mean it! My only problem is Endless Eight - the flavour's cool, but I'm not sure what purpose the move serves. What does it mean that I've trapped someone in a time loop? What can I do with them that I couldn't do if they were just dead?

I also think you need to clarify the bit that says "stuff which interacts with the time loop gets sucked into the time loop" or get rid of it - as written I'm pretty sure a time loop would gradually expand to encompass reality as people made the mistake of interacting with it. Then you'd have to quarantine the place. That's a cool idea but I'm guess it wasn't your intention. Also, what happens when an object would interfere with a time loop? If a comet which blows up half the continent would interfere, does it get sucked into the loop too? And the half of the continent which it's affected?

EscortMission
Mar 4, 2009

Come with me
if you want to live.

gnome7 posted:

Blinx the Time Sweeper patch notes

I look forward to giving the new version of the class a test drive! I noticed that Give Me a Moment got gentle adjustments to its wording which helps the class cover slowing down instead of just stopping time, and makes Time Stop a more attractive choice. Pretty good changes all around on Give Me a Moment actually, Clock Mage is helped a lot by being able to plan its moves ahead and the new hold mechanic makes more sense for that. Defy Danger was a good specification, seeing as how I was using the move for everything but Discern Realities in the test game (but Acceleration puts some of that back which is nice). I'm amped.

As a side note I like the new little Species adjustment to the playbook sheet format! To be honest Backgrounds basically obsoleted Racial moves, but species/race is still such a big part of fantasy roleplaying that it felt weird not having a place for it.

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

Rulebook Heavily posted:

I haven't really gotten into background class design but I'd love to see what takes people have on this.

I like this idea. Rather than having a single race move, your race could be be mechanically like a compendium class, with several moves you could take as you level up, or that are just added at certain levels.

This could be done with social classes as well. It could be its own hack. Pick a race; (social) class or background; and a profession (class), each having their own moves to choose from.

EDIT: Some character's professions would be more important to them, the Wizard, for example, may have divorced himself from his social class. This could be an option in some classes. Much like being a Bishop 500 years ago made being a commoner mostly irrelevant. On the other hand, a Noble who dabbles in magic might focus on his social standing with very little spell casting expertise evidenced in him.

Ich fucked around with this message at 09:18 on Dec 21, 2013

Bigup DJ
Nov 8, 2012

Ich posted:

I like this idea. Rather than having a single race move, your race could be be mechanically like a compendium class, with several moves you could take as you level up, or that are just added at certain levels.

This could be done with social classes as well. It could be its own hack. Pick a race; (social) class or background; and a profession (class), each having their own moves to choose from.

EDIT: Some character's professions would be more important to them, the Wizard, for example, may have divorced himself from his social class. This could be an option in some classes. Much like being a Bishop 500 years ago made being a commoner mostly irrelevant. On the other hand, a Noble who dabbles in magic might focus on his social standing with very little spell casting expertise evidenced in him.

Well why stop at a compendium class! I've been thinking about building characters from playbook-sized move assemblages (for lack of a better word) for ages - background, 'class', race - just like you said there. And once you've got something like an SRD, why not just have a huge pool of moves which you can assemble into a character?

The Supreme Court
Feb 25, 2010

Pirate World: Nearly done!
Ich, that's absolutely the intention of Backgrounds, and pretty much exactly how they work! A ton of the ones I'm releasing with Pirate World will be social classes, and the core classes of Pirate World are all getting edits so they can be grafted half-and-half onto a background. Each race also gts a background, but as they're fairly unorthdox I'm hoping people will make their own racial backgrounds: the classes above would be amazing as backgrounds.

Bigup DJ, I really like the Serpentine! Snake Tongue is probably my favourite. I definitely reckon Constrictor could do with something a bit different: silencing your target sounds like a good fit. Alternatively, I made the blunt tag for the Brute: attacks with that tag crush internal organs and break armour, it could be a good fit? I've been thinking of expanding it mechanically abit, make it specificaly harm conventional armour.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

Bigup DJ posted:

This is really great - I know I say that about everything but I mean it! My only problem is Endless Eight - the flavour's cool, but I'm not sure what purpose the move serves. What does it mean that I've trapped someone in a time loop? What can I do with them that I couldn't do if they were just dead?

I also think you need to clarify the bit that says "stuff which interacts with the time loop gets sucked into the time loop" or get rid of it - as written I'm pretty sure a time loop would gradually expand to encompass reality as people made the mistake of interacting with it. Then you'd have to quarantine the place. That's a cool idea but I'm guess it wasn't your intention. Also, what happens when an object would interfere with a time loop? If a comet which blows up half the continent would interfere, does it get sucked into the loop too? And the half of the continent which it's affected?

All good points! The move mainly existed because I was running out of ideas and it seemed cool. I have now replaced it. With what? Well. You'll have to buy it to find out.

The Clock Mage is now for sale!

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

Bigup DJ posted:

Well why stop at a compendium class! I've been thinking about building characters from playbook-sized move assemblages (for lack of a better word) for ages - background, 'class', race - just like you said there. And once you've got something like an SRD, why not just have a huge pool of moves which you can assemble into a character?

Yes! That's what I'm talking about! We already have the classes and the races, we have the Noble and at lease one version of the Villager out there. I suppose we just need a few more fleshed out background choices to make this work.


The Supreme Court posted:

Ich, that's absolutely the intention of Backgrounds, and pretty much exactly how they work! A ton of the ones I'm releasing with Pirate World will be social classes, and the core classes of Pirate World are all getting edits so they can be grafted half-and-half onto a background. Each race also gts a background, but as they're fairly unorthdox I'm hoping people will make their own racial backgrounds: the classes above would be amazing as backgrounds.

That's awesome! This DW thing just keeps getting better and better!

The Supreme Court
Feb 25, 2010

Pirate World: Nearly done!
Here's the list of backgrounds that'll be included with Pirate World. Sorry for the terrible formatting, my internet is down and I'm copying and pasting with my phone. They're grouped loosely by theme, and there are some (the add ons) that are written to fit certain classes.

ll List of Backgrounds
Racial:
* Amphibs
* Arachs
* The Cray
* Lizardmen
* Menfolk
* Goblins
Class Addons:
Poisoner
Priest
Herculean
Cultist
Stormancer
Pirate
Voodoo
Pirate World:
Cultist
Cannibal
Gunpowder/ Pistollier
Admiral
Witch-Hunting
Demon-Whisperer/ Heretical
Mutant
Necromantic
Afflicted
Convict
Dungeon World:
Noble
Street Urchin
Cartographer
Armourer
Silvertongue
Pet Master
Merchant
Sharpshooter
Arcane
Hunter
Covert

The plan is that your background gives you a proper name or title, and some look options. The second half, the core class (I.e. current profession/ developed skillset) gives you a nickname, the equipment options and updates to the look (eg scars).

The Malthusian
Oct 30, 2012

I was looking through some old AD&D supplements and came across Council of Wyrms, which leads me to ask: Has anyone done any work on a Dragon playbook in the style of the Giant or the recently released Elf/Dwarf/Halfling bundle?

EscortMission
Mar 4, 2009

Come with me
if you want to live.

The Malthusian posted:

I was looking through some old AD&D supplements and came across Council of Wyrms, which leads me to ask: Has anyone done any work on a Dragon playbook in the style of the Giant or the recently released Elf/Dwarf/Halfling bundle?

There's a Dragon compendium class in the Dungeon World GM's guide, but nobody's put together a full playbook yet.

Overemotional Robot
Mar 16, 2008

Robotor just hasn't been the same since 9/11...
I'm going to submit this as a background for Pirate World. What do you guys think? Today is the first day I've had to work on this in a while because our our semester ended yesterday.


Ancient Mariner

Whatever it was you saw on that ship, it was enough to teach you a valuable lesson. In fact, you’ve spent most of your life trying to help people learn from your horrible mistakes. You are a walking omen and in your wake follows the curse of that day. What you saw - what you did - can never be forgotten. When you pick Ancient Mariner, describe how your character has it and gain the moves Mark of Doom and Glittering Eye. Gain the other skills as your character develops.

You start with a token of your disastrous voyage (weight 0), describe it, and a mark of Doom - something strange that occurs when you are aboard a ship. Choose one of the following:

Mark of Doom

* A single albatross that always follows you, but only seems to watch from a distance

* A swarm of stinging jellyfish that seem to clear the waters around any ship you’re on

* A perpetual storm that is always just off the horizon

* Food and water stores seem to always spoil faster when you’re around

* No barnacles ever attach to your ship - in fact mundane sea life avoids your ship altogether

* You seem gaunt, weathered, and crack-lipped to all that meet you, though you may be perfectly healthy

When someone rejects you or your advice due to the Mark of Doom which surrounds you, hold 1 Doom (Max 3).

Glittering Eye
When you recount a tale of tragedy that befell one of your shipmates, pick a target and spend 1 Doom. As long as you continue to speak the tale, the target must stop, sit, and listen, ignoring everyone and everything else going on around them (including, but not limited to, brides passing by). At the moment your tale ends (either by reaching its conclusion, or you chose to stop telling it), the target must make a decision: to dismiss you as a madman, or to heed your dire warning. If the target decides you are mad, they do so at their own expense - history repeats itself and they suffer the fate of your former shipmate. If the target heeds the warning, they narrowly avoid the Doom which would befall them.

Work 'em Woe
When you accompany a warning with the befouling of a good omen, roll +Doom and then lose 1 Doom.
On a 10+ choose 2
On a 7-9, choose one:

- A ship you target is becalmed until you lift the curse or leave their sight
- A ship you target is plagued by vermin and pestilence
- A crew you target is plagued with doubt and mutinous thoughts


Dead Man’s Eye
When you stare into the eyes of the dead and admit a wrong that you have inflicted upon a shipmate, roll +Doom and then lose 1 Doom.
*On a 7+, you can ask any one question and will hear an answer in the body's death rattle if they would know it.
*On a 7-9, This spirit will anchor itself to you until you seek physical penitence for the wrong you inflicted.

Nf3
Oct 9, 2012
I'm curious if anyone has done this or thought of doing this, but I need material as a GM , I can't narrate things on the fly, so premade maps and adventures rock, extending this, I recently came across the idea of using character moves (custom classes mostly) against the players but of course just having the players roll and reversing the effects so that they make sense. For example, if the players roll a 6, or a 7-9, they'd be choosing the holds to work against them that were intended to be used by the player to work against enemies.

Shoombo
Jan 1, 2013
So, me and my friends got into a game of this the other day after I got it in a recent Bundle of Holding, and they liked it enough to want to continue the game we started.

The entire thing was improvised, and I'm looking at Fronts, but I can't think of anything that immediately jumps out as a Campaign Front. Plus I like the idea of just doing episodic adventures that don't necessarily tie into an overarcing plot. Is it possible to just run Dungeon World with Adventure Fronts and string them along without a Campaign Front?

Kaja Rainbow
Oct 17, 2012

~Adorable horror~

Loki_XLII posted:

So, me and my friends got into a game of this the other day after I got it in a recent Bundle of Holding, and they liked it enough to want to continue the game we started.

The entire thing was improvised, and I'm looking at Fronts, but I can't think of anything that immediately jumps out as a Campaign Front. Plus I like the idea of just doing episodic adventures that don't necessarily tie into an overarcing plot. Is it possible to just run Dungeon World with Adventure Fronts and string them along without a Campaign Front?
I could've totally ran my game this way without serious issues. (I didn't, but there was enough framework for that kind of thing.) So just go ahead and run it like that. It's entirely possible that you might discover a good Campaign Front later on but if not, you can totally do an episodic format.. Campaign Fronts're more there to answer the "What next now?" question than anything and if the answer "more episodic adventures" works for you, then it works for you.

Bigup DJ
Nov 8, 2012

gnome7 posted:

All good points! The move mainly existed because I was running out of ideas and it seemed cool. I have now replaced it. With what? Well. You'll have to buy it to find out.

The Clock Mage is now for sale!

Hey Gnome - just out of curiosity, which Spell Focus are you doing next?


When you choose Ancient Mariner as your background, tell the table a little about what happened on That Day and gain the moves Mark of Doom and Glittering Eye. Gain extra moves as you succumb to the tragedy of your curse.

Now I think it would be cool if whatever happened to you on That Day formed the basis of your other moves. This way you can establish tragic motifs and have huge emotional breakdowns when you thought you'd escaped it but then the fog rolls in and everything that once brought you joy is gone and you pick up the shattered remains of your life and move on. This is pretty much what I was going for when I did that rewrite of Glittering Eye - the emphasis there is on the tragedy that befell your shipmates, whether it was the White Whale or a terrible devil monster or some disease. The face that Glittering Eye is worked off what happened to you means that your tragedy will manifest itself again and again and again, everywhere you go.

Dead Man's Eye is great, and the only thing I'd change is the nature of the question. I'd do this for two reasons: firstly, the cleric gets the same power at level 1, they get to ask three questions and there's no downside. Secondly I think it would make more aesthetic sense if the dead gave you hideous, profane knowledge of tragedies to come - something like revealing a Grim Portent, but better. There's also the question of what's speaking to you through these bodies. What could know all this? Why does it speak to you and you alone?

Lastly I think there's some overlap with Glittering Eye and Work 'em Woe. Here's what I'd do - Glittering Eye's effects should be specific - according to the nature of your tragedy - lengthy and powerful. Work 'em Woe should be slightly broader, operating within the realms of tragedy and bad luck, it should happen more or less instantly, and it should not be as powerful. I hope this helps!

madadric
May 18, 2008

Such a BK.

Loki_XLII posted:

So, me and my friends got into a game of this the other day after I got it in a recent Bundle of Holding, and they liked it enough to want to continue the game we started.

The entire thing was improvised, and I'm looking at Fronts, but I can't think of anything that immediately jumps out as a Campaign Front. Plus I like the idea of just doing episodic adventures that don't necessarily tie into an overarcing plot. Is it possible to just run Dungeon World with Adventure Fronts and string them along without a Campaign Front?

Don't feel like you have to force fronts. Use fronts when you get to the point of thinking "There's too much to keep track of!"

Oo Koo
Nov 19, 2012
I've been working on an Avenger playbook. It's still work in progress though and missing advanced moves and bonds.

Evil Mastermind
Apr 28, 2008

Just to let people know, there's a Lulu deal where you get 40% off your entire purchase with the coupon code LULUEMP2013, and free basic shipping with FREESHIP. You can get Johnstone Metzger's excellent "Lair of the Unknown" and "Evil Wizards in a Cave" adventure modules/microsettings for about $15 all told. Or get all four modules for about $30. They're all dual-stated for DW and Labyrinth Lord. Lair is a good campaign-starter, with a decent dungeon and nearby city, and Evil Wizards is a sort of sandbox/hexcrawl thing where you're on a timer to stop said wizards before they complete a major ritual.

e: There's also Truncheon World, which is Metzger's "truncated Dungeon World". Just the text of the main book you'd need to reference when running the game.

Evil Mastermind fucked around with this message at 19:24 on Dec 23, 2013

Overemotional Robot
Mar 16, 2008

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

Bigup DJ posted:

Hey Gnome - just out of curiosity, which Spell Focus are you doing next?


When you choose Ancient Mariner as your background, tell the table a little about what happened on That Day and gain the moves Mark of Doom and Glittering Eye. Gain extra moves as you succumb to the tragedy of your curse.

Now I think it would be cool if whatever happened to you on That Day formed the basis of your other moves. This way you can establish tragic motifs and have huge emotional breakdowns when you thought you'd escaped it but then the fog rolls in and everything that once brought you joy is gone and you pick up the shattered remains of your life and move on. This is pretty much what I was going for when I did that rewrite of Glittering Eye - the emphasis there is on the tragedy that befell your shipmates, whether it was the White Whale or a terrible devil monster or some disease. The face that Glittering Eye is worked off what happened to you means that your tragedy will manifest itself again and again and again, everywhere you go.

Dead Man's Eye is great, and the only thing I'd change is the nature of the question. I'd do this for two reasons: firstly, the cleric gets the same power at level 1, they get to ask three questions and there's no downside. Secondly I think it would make more aesthetic sense if the dead gave you hideous, profane knowledge of tragedies to come - something like revealing a Grim Portent, but better. There's also the question of what's speaking to you through these bodies. What could know all this? Why does it speak to you and you alone?

Lastly I think there's some overlap with Glittering Eye and Work 'em Woe. Here's what I'd do - Glittering Eye's effects should be specific - according to the nature of your tragedy - lengthy and powerful. Work 'em Woe should be slightly broader, operating within the realms of tragedy and bad luck, it should happen more or less instantly, and it should not be as powerful. I hope this helps!

Thanks, these are good suggestions. I knew I had seen a move like Dead Man's Eye before! I looked around but never thought to look at the base Cleric playbook and thought I was remembering it from an old D&D spell or something. Thanks for pointing that out. I do want it to stand out from all the other moves like that, otherwise there's no point in including it. What if it were something where the player who is speaking to the... thing, gets to create the portent? Something like "Tell the table..." like in the intro move?

By the way, I totally plan on putting your name on this as co-creator if you're cool with that and it gets accepted. You've been a ton of help. I'm going to take some time to think about it today and then come back later and edit.

Emong
May 31, 2011

perpair to be annihilated


Everyone liked it when I used to post lovely compendium classes all the time, right?

Too bad!

Compendium Class: Geomancer
When you devote yourself wholly to an environment and draw your power from it, you may take this move when you level up:

One With The Land: Choose an environment to devote yourself to. When you take this move, and every time you take another Geomancer move, your body develops an aspect of an animal that lives in your environment (a bear's pelt or a moose's antlers, for example). Your GM will give you a move based on that aspect that you can perform at will.

Once you've taken "One With The Land," the following moves count as class moves for you. In addition to your normal list of moves, you may choose from this list when you level up:

Going Green: Choose a move. When features of your chosen environment give you an unexpected advantage in using that move, you take +1 ongoing to any rolls that move involves. You may take Going Green as many times as you want, so long as you choose a different move for it to affect every time.

Home Away From Home: When you force the land to change into your chosen environment, roll +Wis. On a 10+, the area around you changes into your environment, be it a desert, a lake, or whatever for the next day or so. On a 7-9, it changes but you failed to properly appease the local spirits when doing it.

Call Of The Wilds: When you call for animal assistance, roll +Cha. On a 10+, the horde of animals from your environment that appears will listen to you so long as you're not telling them to do something obviously suicidal. On a 7-9, you'll just have to hope they do something helpful. On a 6-, something unwelcome hears the call.

This was going to be an adaptation of the Geomance PrC from one of the Complete books, but then I stopped working on it for a couple months and couldn't remember what the PrC actually let you do, so I just did whatever.

Emong fucked around with this message at 22:27 on Dec 25, 2013

Bigup DJ
Nov 8, 2012

Overemotional Robot posted:

Thanks, these are good suggestions. I knew I had seen a move like Dead Man's Eye before! I looked around but never thought to look at the base Cleric playbook and thought I was remembering it from an old D&D spell or something. Thanks for pointing that out. I do want it to stand out from all the other moves like that, otherwise there's no point in including it. What if it were something where the player who is speaking to the... thing, gets to create the portent? Something like "Tell the table..." like in the intro move?

By the way, I totally plan on putting your name on this as co-creator if you're cool with that and it gets accepted. You've been a ton of help. I'm going to take some time to think about it today and then come back later and edit.

Yes! I love that grim portent thing. I think if we want to distinguish it you could say that upon hearing the grim portent, it will happen. It's locked in and there's nothing you can do about it. I think in exchange, you should get the guarantee that you personally will come out of it alive, no matter what. Maybe a bonus to Last Breath equal to your Doom, maybe an autosuccess so long as you're in the middle of the portent's unfolding. Maybe that bonus to Last Breath equal to Doom thing could be another move? The Ancient Mariner is mired in tragedy but he always makes it out through some strange twist of fate.

As for credit, I'm fine either way. If you think I deserve it, go ahead!

Edit: I also like to think that the thing you're talking to is the source of your curse, and maybe the source of all tragically bad luck.

Bigup DJ fucked around with this message at 01:33 on Dec 24, 2013

Kaja Rainbow
Oct 17, 2012

~Adorable horror~
Did someone mention a dragon class? How about the start of one? I was thinking of doing this, and seeing someone asking about it gave me the impetus to go ahead and have a try.

Not sure the Satiation mechanism works that well, but it does create the dynamic of a dragon endlessly propelled to hoarding treasure, devouring huge amounts, or tyranny. Though you don't necessarily have to approach those goal in an completely evil way.

Bear Enthusiast
Mar 20, 2010

Maybe
You'll think of me
When you are all alone

Okasvi posted:

I've been working on an Avenger playbook. It's still work in progress though and missing advanced moves and bonds.

No matter what happens, Lightwalker Cloaked in Radiance is excellent and I look forward to the rest of this!

Oo Koo
Nov 19, 2012
I think the Avenger has enough advanced moves now. How does it look, besides the lack of bonds?

Evrart Claire
Jan 11, 2008

Bear Enthusiast posted:

No matter what happens, Lightwalker Cloaked in Radiance is excellent and I look forward to the rest of this!

So basically that move is this? https://www.youtube.com/watch?v=bmkxsQnNujI

Oo Koo
Nov 19, 2012

Yes. That was one of my inspirations.

fairlight
May 18, 2007

Okasvi posted:

I think the Avenger has enough advanced moves now. How does it look, besides the lack of bonds?

The ability to walk on any surface is one of the basic moves for the Initiate, but that requires a roll + dex.

Amalric's Curse seems like it could make some cool and exciting encounters boring.

Oo Koo
Nov 19, 2012

fairlight posted:

The ability to walk on any surface is one of the basic moves for the Initiate, but that requires a roll + dex.

Amalric's Curse seems like it could make some cool and exciting encounters boring.

Lightwalker cloaked in radiance requires you to be radiant though, which means you need to be outdoors or in a room with large windows to make use of it, which is kind of a problem when the game has the word dungeon in it's name. I might revert to the older wording that explicitly called out natural light as sun or moonlight, firelight is not supposed to work.

And you still need to defy danger if you move while under pressure, even if you're walking on the ceiling.

Also I need to figure out what to do with the brazier weapon. The tags technically make it a source of sacred light, but I didn't intend for it to be used to grant radiance. I only made it a kind of blessed magical weapon, because I couldn't figure out how to make an ammo using melee weapon to represent a mundane coal and incence burning brazier without coming up with a bunch of new tags that required detailed explanation instead of being obvious in what they do.

Edit: Changed natural light back to sun- or moonlight and changed the brazier to a mundane one, the coal item is a bit wordy but it's as compact as it gets and it'll do.

Edit2: Also I generally think that most movement abilities don't need their own move with a roll and that they work better when you just say that you can move like this and then rely on defy danger if you do it under pressure. Luminous wings also just straight up says that you can fly now.

Amalric's curse is meant to make impossible monsters manageable, so if it makes an encounter that was meant to be climatic boring, it means the problem is with the monster not being badass enough to be a threat without it's supernatural toughness. If Amalric's curse is in play the GM should be free to upgun the offensive power, viciousness, skill and mundane defenses of the monsters he throws at the party to make up for the fact that they die as easily as normal people. Exceptional mundane human opponents can still be a threat in dungeon world at all levels of play when played appropriately so there's no reason that a demon god can't be even if it suddenly can't rely on it's magic to protect itself from the party. It's based on a spell in an unfinished Conan story.

Oo Koo fucked around with this message at 01:13 on Dec 25, 2013

Whybird
Aug 2, 2009

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

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


Nap Ghost

Emong posted:

Going Green: Choose a move. When you are in your chosen environment you take +1 ongoing to any rolls that move involves. You may take Going Green as many times as you want, so long as you choose a different move for it to affect every time.

Would it be better if the trigger for this was something like 'When features of your chosen terrain give you an unexpected advantage in using that move'? That way it's not just a flat bonus, it's also a means of generating cool fictional positioning. Geomancers always have a convenient branch to grab onto.

Ratpick
Oct 9, 2012

And no one ate dinner that night.
I like the Avenger, but I feel that Live By The Sword, Die By The Sword is too powerful, as it makes the Defend move a win-win even if you roll a 7-9. Normally when you roll a 7-9 with Defend you actually have a real choice to make: do I take the damage, halve the damage, deal a little bit of damage or open up the enemy to an attack. Said move makes it a non-choice, because of course you're going to pick the option that negates your enemy's attack and deals them damage.

I'd change it into a move which triggers when you use Divine Grace and redirect damage to yourself, and you'd get to deal your own class damage to the enemy on top of taking the enemy's damage. Obviously with some caveat that you have some means of dealing damage to the enemy.

Other than that, it looks really good. I wanted to convert the Avenger to DW at one poin, but like so many others here I had trouble coming up with an interesting fictional niche for the class and was basically just doing a mechanical conversion of the class. This one I feel has a very clear fictional niche and a very cool one at that (the assassin who slays the enemies of their faith while cloaked in divine radiance).

Edit: Oh, wait, I misread the trigger of Divine Grace. But I still feel that being able to redirect the entire attack back at the enemy with no cost to yourself is a bit too powerful for one hold while defending yourself.

Ratpick fucked around with this message at 11:48 on Dec 25, 2013

Oo Koo
Nov 19, 2012

Ratpick posted:

I like the Avenger, but I feel that Live By The Sword, Die By The Sword is too powerful, as it makes the Defend move a win-win even if you roll a 7-9. Normally when you roll a 7-9 with Defend you actually have a real choice to make: do I take the damage, halve the damage, deal a little bit of damage or open up the enemy to an attack. Said move makes it a non-choice, because of course you're going to pick the option that negates your enemy's attack and deals them damage.

I'd change it into a move which triggers when you use Divine Grace and redirect damage to yourself, and you'd get to deal your own class damage to the enemy on top of taking the enemy's damage. Obviously with some caveat that you have some means of dealing damage to the enemy.

Other than that, it looks really good. I wanted to convert the Avenger to DW at one poin, but like so many others here I had trouble coming up with an interesting fictional niche for the class and was basically just doing a mechanical conversion of the class. This one I feel has a very clear fictional niche and a very cool one at that (the assassin who slays the enemies of their faith while cloaked in divine radiance).

Edit: Oh, wait, I misread the trigger of Divine Grace. But I still feel that being able to redirect the entire attack back at the enemy with no cost to yourself is a bit too powerful for one hold while defending yourself.

I changed live by the sword, die by the sword to be an upgrade to the damage halving option that reflects the damage you didn't take back at the enemy or at another target. Is that better?

E: Also clarified the trigger on divine grace.

E2: Also, also, regarding the previous discussion, I made Amalric's curse an upgrade to the boon of truth, since they both already kind of served the same purpose. It should also now be more interesting when used against less badass monsters.

Oo Koo fucked around with this message at 13:02 on Dec 25, 2013

Ratpick
Oct 9, 2012

And no one ate dinner that night.

Okasvi posted:

I changed live by the sword, die by the sword to be an upgrade to the damage halving option that reflects the damage you didn't take back at the enemy or at another target. Is that better?

Much better. It is an improvement on Defending, but not to such an extent that it negates the usefulness of the other choices.

This class has also inspired me to try my hand at class design. I have an idea for a class floating around, I just need to make sure I find an interesting fictional niche for it.

Oo Koo
Nov 19, 2012
I also added upgrade moves to the other boons, besides fear and awe/stellar choir and truth/amalric's curse.

E: Also made the boon boosting option of the channel the divine essence and divine avatar moves more flexible, since the idea with that was that you'd have all the boon benefits except the ones that you don't want and the triggers on the boon upgrade moves would prevent them from being applied retroactively with the original wording.

Oo Koo fucked around with this message at 14:28 on Dec 25, 2013

Alumnus Post
Dec 29, 2009

They are weird and troubling. We owe it to our neighbors to kill them.
Pillbug
Merry Christmas, thread! :toot:

Androc, one of my co-players in Bigup DJ's IRC campaign, posted something really excellent during an aborted session that ended up turning into "DM talk hour." It's a five-step method of generating 'planes' in his own campaign via Tarot cards. For anybody interested, his Pastebin link for it is right here. I don't know if anybody on this thread is in a campaign Androc runs, but if you are, don't look!

I've found the system works fantastically for just about anything! Nodes in a megadungeon, character concepts, campaign settings, fronts, Grim Portents, steadings, monster ecologies, you name it! Tarot has tremendous latitude for interpretation, so there's potentially a huge idea-space here to explore. If you're stumped for something cool to include in a campaign, this is a great tool to cudgel your brain with until ideas fall out of it. I gave it a shot the other night, and this is what came out. I'm amazingly pleased with it, and it's a setting I'd love to run a campaign off of.

The actual system is just a five-card listing: one each for a gimmick, history, asset, fault, and hook. It's easily hackable, and the five-card motif is a great way to design stories. You've got something to get the players interested in checking it out, something cool or useful, something dangerous or an impediment, something for fluff and fiction, and something to either tie it all together and/or add a cool Dungeon World-y twist. It can go as huge or small in scope as you want it to, and I'm sure it'd work with Inverse/Pirate/Grim World, or really any trad game.

Give it a shot! Just google "tarot spread generator" or something if you've not got a deck.

Emong
May 31, 2011

perpair to be annihilated


Whybird posted:

Would it be better if the trigger for this was something like 'When features of your chosen terrain give you an unexpected advantage in using that move'? That way it's not just a flat bonus, it's also a means of generating cool fictional positioning. Geomancers always have a convenient branch to grab onto.

Yeah, that does sound like a much better trigger for it, I'll go edit that one in. Thanks for the feedback!

madadric
May 18, 2008

Such a BK.
For live by the sword, die by the sword this might work.

When you stand in defence of another too weak to protect themselves, take any harm you direct towards yourself as normal, but take that damage forward as a bonus to your normal damage next time you strike the attacker.

This keeps the integrity of defend intact, and fits the theme of avenging others at personal cost. I also like the idea of the risk/reward of opening yourself up to attack just for the opportunity to mete out retribution.

Glazius
Jul 22, 2007

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

Clapping Larry
So over on the Google+ Dungeon World community somebody was sharing a little one-on-one actual play they'd done with their SO. They were worried that it all seemed a bit too Disney Princess, what with a ranger and her animal companion setting traps for the bad guys and making friends.

From there, one thing led to another and, well, here we are. Needs a whole raft of names but other than that I'm satisfied with things, though feedback is appreciated.

Bigup DJ
Nov 8, 2012

Glazius posted:

So over on the Google+ Dungeon World community somebody was sharing a little one-on-one actual play they'd done with their SO. They were worried that it all seemed a bit too Disney Princess, what with a ranger and her animal companion setting traps for the bad guys and making friends.

From there, one thing led to another and, well, here we are. Needs a whole raft of names but other than that I'm satisfied with things, though feedback is appreciated.

You need a move to represent characters like Mushu, Jiminy Cricket, Phil the Satyr, Fairy Godmother - mentor-companion deuteragonist types. Maybe that's covered by My Dear Friends, but I think it'd be worth fleshing out. Maybe you could write them up as Pirate World-style Hirelings?

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Countblanc
Apr 20, 2005

Help a hero out!
Worldly Concerns is a super cool way to do multiclassing, and now I never want to see a normal multiclass feat ever again.

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