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Bigup DJ posted: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? Yeah, this isn't a genuine deuteragonist class. Your dear/brave/stalwart/wise/loyal and true friends (who have cache cachet) are going to be acting to further your agenda rather than having their own motivations. There's room to flesh out your friends and their motivations within the space of the moves, especially if you pursue the My Brave Friends line, but you're not going to run a Princess with one agenda and a mentor figure with a slightly different one outside of just the fiction.
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# ? Dec 26, 2013 04:39 |
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# ? May 13, 2024 02:59 |
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That font choice is inspired.
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# ? Dec 26, 2013 06:23 |
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Kai Tave posted:That font choice is inspired. I couldn't not use a font like that. It doesn't get substituted for everything (some of the really fine writing around the stat block is still Newcomen) but it's surprisingly readable for a gimmick font.
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# ? Dec 26, 2013 06:30 |
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Glazius posted:Yeah, this isn't a genuine deuteragonist class. Your dear/brave/stalwart/wise/loyal and true friends (who have cache cachet) are going to be acting to further your agenda rather than having their own motivations. There's room to flesh out your friends and their motivations within the space of the moves, especially if you pursue the My Brave Friends line, but you're not going to run a Princess with one agenda and a mentor figure with a slightly different one outside of just the fiction. That makes sense - maybe you could replace one of your bonds with a mentor relationship? "I've got a lot to learn from ____" - something like that.
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# ? Dec 26, 2013 06:43 |
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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. Do you have a link to the one-on-one thing? Sounds interesting.
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# ? Dec 26, 2013 07:20 |
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madadric posted:For live by the sword, die by the sword this might work. Wouldn't really work. that move is an upgrade to divine grace, which is restricted only to self defense. The idea there with that was that a. the 4e D&D avenger was a cloth armor wearing class, which I wanted to keep and b. my version of the avenger is meant to be a bit of a glass cannon as seen by the low HP and divine grace changing defend to +dex. I used defend as the base instead of a basic when you have no armor get +armor move, because it's more interesting, it usually blocks more damage than common amounts of +armor unless the attack is weak, you can use it offensively to deal more damage and you won't be able to keep up with it consistently because it's a rolled hold based move, encouraging you to end your fights fast before your luck turns.
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# ? Dec 26, 2013 10:14 |
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I'm only pretty new to Dungeon World, but that prince(ss) playbook looks awesome. Is there a place where Backgrounds originate or are explained? They look interesting and it's pretty easy to guess how they work, but I'm sure I didn't just miss them in the DW book and I'd like the Thorough Experience.
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# ? Dec 26, 2013 10:23 |
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Plague of Hats posted:I'm only pretty new to Dungeon World, but that prince(ss) playbook looks awesome. That's actually a really good question and I thought it would have a simple answer but it doesn't! As far as I can tell, Backgrounds were devised to replace Races because they offer more scope to define your Playbook. Race was, in the first place, an artifact carried over from D&D and not every Playbook is working under the aesthetic assumptions of 'D&D fantasy'. D&D fantasy privileges the importance of race because it's so tied up in D&D's mechanics - not all fantasy is D&D fantasy and so not all the stories you tell are going to share that concern with race. Inverse World is a great example of this - its Playbooks are working under an aesthetic more like Miyazaki movies and One Piece than D&D. I mean if you look at the boiler man from Spirited Away, the fact that he's a big spidery guy isn't an integral part of his character - it's a feature, but it's not what defines him. Background is about what defines your character, and replacing Race with Background means you can tell stories all those stories about characters whose race is not a very important feature, which is most characters in fantasy fiction. Backgrounds give you the scope to decide which feature of a character is most relevant to the aesthetic described by their Playbook - the Survivor's Cataclysm, the Golem's Composition, the Sky Dancer's Means of Flight. Backgrounds expand the design space for Playbooks beyond D&D fantasy, and that's why they're here! Beyond that, Supreme Court's Pirate World is taking Backgrounds, dissociating them from any one Playbook and expanding them into Compendium Class-sized movesets. One example of this is the Serpentine, which I wrote a few days ago. The preview Backgrounds from Pirate World are backers only but I'm sure if you asked Supreme Court he'd post them! I won't go on another huge wank about game design but they're basically Compendium Classes where the requirement is prescriptive rather than descriptive, if that means anything to anyone. As an aside I'm working on a small Exalted hack for Dungeon World - I'll post it when I've got some more written up.
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# ? Dec 26, 2013 12:05 |
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Maybe this isn't the best place to ask this, but-- is there a PbtA cyberpunk or hard scifi game? I've scoped out Adventures on Dungeon Planet but it seemed more pulpy raygun scifi than mass driver, neural implant scifi.
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# ? Dec 26, 2013 12:12 |
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Erm... Apocalypse World?
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# ? Dec 26, 2013 12:52 |
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The only cyberpunk-style hack I've seen is The Sprawl, which looks pretty interesting.
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# ? Dec 26, 2013 13:39 |
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fairlight posted:Do you have a link to the one-on-one thing? Sounds interesting. The original post is here, not sure about visibility outside of G+. Bigup DJ posted:That makes sense - maybe you could replace one of your bonds with a mentor relationship? "I've got a lot to learn from ____" - something like that. Hmm. Yeah, that makes sense. Bigup DJ posted:Background is about what defines your character, and replacing Race with Background means you can tell stories all those stories about characters whose race is not a very important feature, which is most characters in fantasy fiction. Backgrounds give you the scope to decide which feature of a character is most relevant to the aesthetic described by their Playbook - the Survivor's Cataclysm, the Golem's Composition, the Sky Dancer's Means of Flight. Backgrounds expand the design space for Playbooks beyond D&D fantasy, and that's why they're here! Yeah, as often happens, people are stacking up on the common nouns, but "Background" on the Princess sheet is of the Background-instead-of-Race variety. I like those because, at least in my mind, uncoupling from race gives you more space to hook that choice a little more closely into the class features -- in the case of Princess it determines another of your starting moves in addition to giving you a bonus, but I've seen it in the case of the Golem and Collector determine your primary stat.
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# ? Dec 26, 2013 14:33 |
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I can't wait to see the advanced moves for the Prince(ss) class it is amazing. I think I've already convinced a friend to play as it just by showing her the sheet.
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# ? Dec 26, 2013 14:59 |
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100 HOGS AGREE posted:I can't wait to see the advanced moves for the Prince(ss) class it is amazing. I think I've already convinced a friend to play as it just by showing her the sheet. The advanced moves should be on the second page of the PDF. Can you only see the first page? That shouldn't be happening.
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# ? Dec 26, 2013 15:07 |
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fairlight posted:Maybe this isn't the best place to ask this, but-- is there a PbtA cyberpunk or hard scifi game? I've scoped out Adventures on Dungeon Planet but it seemed more pulpy raygun scifi than mass driver, neural implant scifi. There's Sixth World, which is a Shadowrun hack. Not sure if that's what you're after, though.
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# ? Dec 26, 2013 15:30 |
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Glazius posted:The advanced moves should be on the second page of the PDF. Can you only see the first page? That shouldn't be happening. I'm on my phone I just didn't see the page flip button, my bad.
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# ? Dec 26, 2013 15:42 |
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Bigup DJ posted: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. Thanks for this advice. Now that the holidays are over I can finally sit down to change some things. Here's what I've got so far: Dead Man’s Eye When you stare into the eyes of the dead and admit a wrong that you have inflicted upon a ship or shipmate, roll +Doom and then lose 1 Doom. *On a 7+, you hear of a Grim Portent that is coming to pass, the GM will describe it. While there is nothing you can do to stop its passing, your curse will ensure that you live through it. *On a 7-9, the curse anchors itself to your soul and you may not use Dead Man’s Eye again until you have suffered physical penitence for the wrongs you have committed. I twisted it around a little using your suggestions. Wording probably needs a little work, though. I strayed from describing the source of the curse since the players or GM may have a different idea of where they want to take it. Maybe I could word it in a way so that it is horrifyingly ambiguous as to where you're hearing about the Grim Portent? I'm a little unsure of my 7-9 change on this move as I kind of like the idea of this curse haunting and taunting you until you punish yourself. -------- Push on, Push on When you roll Last Breath, roll +Doom and then lose all held Doom. Even in death your curse seems to twist fate so you will live. I love the idea of it, but just like with Dead Man's Eye I think the curse should give you some kind of downside. I could make it where the next time you roll Last Breath you definitely die, but that seems harsh and not very fun. As it stands just giving somebody a bonus to last breath is really broken. I think there should be something narrative attached that makes this a big deal. I mean, your curse is keeping you alive, and probably so you can be punished more / see more horrible things and survive. ----- 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 Still not sure where to go with this. I think a full rewrite is in order but I'm trying to figure out the narrative punch. You're right that it shouldn't be as strong as it is. Plus, like the other moves it should have that narrative downside - I mean, it's a curse after all. The bad thing that happens have an effect on one ship and the current options could be what you have to choose from for your own? I'd like to tie the Mark of Doom in as well, but I'm unsure of how to do it. Maybe something like this: Work 'em Woe When you use your Mark of Doom to gain leverage over a ship, its crew, or its captain, roll +Doom and then lose 1 Doom. *On a 7+, you are heralded as a bad omen and get your way. For now. Choose 1. *On a 7-9, choose 2. - your ship is becalmed for 1d4 days - your ship is plagued by vermin and pestilence - all rations besides yours have been spoiled - your crew is plagued with doubt and mutinous thoughts. Crew Loyalty moves to -1 and they must have a Cost paid immediately or mutiny. It still steps on the toes of Glittering Eye, I think. Plus it feels a little gamey with the options to choose from. I'm not sure it shouldn't just be a straight up success, but you have to choose something from that list anyway. Overemotional Robot fucked around with this message at 21:47 on Dec 26, 2013 |
# ? Dec 26, 2013 21:21 |
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Using Work 'em Woe to shut down an enemy ship, in a world where ships are the lifeblood of transport and commerce, seems like it would draw unwanted attention from the superstitious crew of your current ship, who make overtures toward the cap'n that the spooky bastard work his dark magic from the bottom of Davey Jones' locker. Perhaps a couple options to choose from how the crew or nearby bystanders react?
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# ? Dec 26, 2013 21:32 |
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That's a really good idea. I rewrote it in a different form with that idea as an option, but honestly you're right - your own crew would find you spooky as all get out if you were doing that poo poo on a regular basis. They'd be strapping your rear end to a cannon ball reeeeeeal quick. I also added this as a Mark of Doom: * The attitudes of your crew always seem dour and taciturn Edit: Here's the link to the whole thing: https://docs.google.com/document/d/1pfvQ8cVNNie75xVwq1eK5dG1C9A4GHEbnMiKEeoCwc8/edit?usp=sharing Overemotional Robot fucked around with this message at 21:43 on Dec 26, 2013 |
# ? Dec 26, 2013 21:40 |
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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. That's a really neat class, and I'm playing it as soon as I finish up my session as GM and the next person takes over. The character will probably be more of a magical anime princess than a disney princess, but it's all the same, isn't it?
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# ? Dec 27, 2013 03:22 |
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This is already a day late, but the first day of Kwanzaa is still as applicable as Christmas Day for it! https://www.mediafire.com/?t4xhtgy60519f9h EDIT: I just realized that I forgot to put something in about reindeer and maybe something about making a workshop. I am a bad christmaser.
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# ? Dec 27, 2013 04:45 |
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If you backed Grim World for a digital copy, check your Kickstarter messages for the Digital version of the book! The art and production is simply amazing, and even most of the community submissions have individual art.
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# ? Dec 28, 2013 11:31 |
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Are there one or more good hacks replacing Race with Background for the core classes?
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# ? Dec 28, 2013 13:17 |
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Plague of Hats posted:Are there one or more good hacks replacing Race with Background for the core classes? I would be super interested in a backgrounds and drives version of the original set of playbooks. I may even have a crack at a few myself.
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# ? Dec 28, 2013 14:18 |
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I don't know if Grim World is for sale to non-backers or not but it's an absolute must buy, even if you don't dig the whole dark and gritty aspect of it just the base mechanics listed in it are really good.
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# ? Dec 28, 2013 16:27 |
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I'll chime in also to say that the Grim World book is beautiful and awesome. I've merged it's gritty feel with our Pirate World game and it's amazing. In the last two sessions the players have: * Stumbled onto the pirate controlled free city of Bartertown, run by a vampire lord. While the PCs were in a tavern things went all Dusk Till Dawn and they ended up blowing the tavern up. * Taken on a gargantuan ladon with their ship, the Death's Bastard * The Dashing Hero (the captain) made a deal with Lithos, father of dark children (lycanthrope and vampire god), in order to save his ship and crew * The Dashing Hero has become a vampire * Foiled a plot by Deep Ones to resurrect the oldest of Old Ones Now, with everybody down to about 2-4 hp, they are squaring off with wraiths from the Underworld because the Dashing Hero got himself into a whole heap of trouble.
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# ? Dec 28, 2013 18:28 |
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madadric posted:If you backed Grim World for a digital copy, check your Kickstarter messages for the Digital version of the book! Those jerks show me up at every opportunity, don't they? How dare they have so much talent and such a great and dependable artist! Inverse World PDF draft is going out Monday. This is not up for further delay, it is a fact. ( If it is not clear, I do not dislike the Grim World folks at all, I am just frustrated at myself ) gnome7 fucked around with this message at 20:52 on Dec 28, 2013 |
# ? Dec 28, 2013 20:15 |
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gnome7 posted:Inverse World PDF draft is going out Monday. This is not up for further delay, it is a fact. Best weekend/early week. My group is gonna be frozen for days trying to decide between the two. Until we decide to just merge them like idiots.
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# ? Dec 28, 2013 20:50 |
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gnome7 posted:Those jerks show me up at every opportunity, don't they? How dare they have so much talent and such a great and dependable artist! You gotta be kidding me.
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# ? Dec 28, 2013 22:34 |
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I am a backer for some of these books, but will Inverse/Grim/Pirate World ever be available in online or brick-and-mortar stores; physical or otherwise? I am not able to afford the Physical Tier on any of the kick starters, but I want the books. Right now I've only backed enough to get the playbooks. I love reading all the new DW content, I'm just broke...
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# ? Dec 28, 2013 23:33 |
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Teonis posted:I am a backer for some of these books, but will Inverse/Grim/Pirate World ever be available in online or brick-and-mortar stores; physical or otherwise? I am not able to afford the Physical Tier on any of the kick starters, but I want the books. Right now I've only backed enough to get the playbooks. I love reading all the new DW content, I'm just broke... If I recall correctly, Grim World had a short window of post-Kickstarter preorders for physical books that ended shortly after halloween, but that was it. Can't speak for the other two.
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# ? Dec 28, 2013 23:45 |
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Doodmons posted:You gotta be kidding me. Timing is the best thing.
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# ? Dec 29, 2013 00:08 |
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jivjov posted:If I recall correctly, Grim World had a short window of post-Kickstarter preorders for physical books that ended shortly after halloween, but that was it. Can't speak for the other two. The grim world page for physical tier is still open, here: http://boldlygames.com/grimworld However, I'm just looking for the book before they run out, it seems like they only way to get it is the physical tier for late-backers. ($50)
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# ? Dec 29, 2013 00:09 |
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Teonis posted:I am a backer for some of these books, but will Inverse/Grim/Pirate World ever be available in online or brick-and-mortar stores; physical or otherwise? I am not able to afford the Physical Tier on any of the kick starters, but I want the books. Right now I've only backed enough to get the playbooks. I love reading all the new DW content, I'm just broke... Inverse World is going to be available for print on demand, although if I can swing it I would love to get it in brick and mortar stores. I am just not entirely sure if that is feasible right now, we need to see how big our remaining money pile is after printing and shipping off all the books we already need to send off.
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# ? Dec 29, 2013 00:11 |
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gnome7 posted:Those jerks show me up at every opportunity, don't they? How dare they have so much talent and such a great and dependable artist! Awesome news! I have definitely been most eager for inverse world's exploration and experimentation with core DW. With inverse, grim, and pirate world DW has a trifecta of amazing setting and GM content to absorb in the upcoming months, and that's not even mentioning Johnstone Metzger's amazing adventure modules. Deanna is like some kind of art god, I think having a professional artist on the core team definitely gave them a production advantage, from the graphic design and layout of the book to the sheer overwhelming volume of images and graphics to the damage and stain decals all over the book. If I'm going to make lands of the dead as memorable, I've definitely got my work cut out for me! I don't know how easily available the physical books will be post-ks, but don't be surprised if the digital versions become available in online stores like IPR or drivethru RPG.
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# ? Dec 29, 2013 00:26 |
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I definitely plan on having the Pirate World book available via print on demand, but I've got no idea how I'd get it into brick and mortar stores!
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# ? Dec 29, 2013 01:09 |
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madadric posted:I would be super interested in a backgrounds and drives version of the original set of playbooks. I may even have a crack at a few myself. Let me know if you decide to do this - I'm interested in working some Backgrounds and Drives up too!
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# ? Dec 29, 2013 07:08 |
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I tweaked the Avenger a bunch. I massaged the triggers on a bunch of moves, renamed a few, changed divine grace to mortification of the flesh to make consolidating the wording of the divine essence/avatar tree easier. In addition I swapped lightwalker into an advanced move and blood sacrifice into a core move to allow you to focus on oath of enmity to play a less obviously supernatural avenger and give you the only avenger move that can cure debilities (blood sacrifice if your god/the GM is merciful) as a core move to go with mortification of the flesh and all the advanced moves that mark debilities. I also added Oo Koo fucked around with this message at 18:26 on Dec 29, 2013 |
# ? Dec 29, 2013 15:19 |
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So, I finally decided getting caught up on the Hobbit movies, and I was struck by how fantastic Gandalf is compared to the typical D&D wizard. Are there any playbooks that capture his general vibe? Like, wise and sort of manipulative and more likely to use a sword in a fight than magic? I really dig wizard-as-wise-man over wizard-as-magical-toolbox.
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# ? Dec 29, 2013 20:40 |
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# ? May 13, 2024 02:59 |
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Ran a completely unplanned thing because I was down a player. I took a magic item they had picked up earlier and fiddled with and stretched a vigilante detective procedural episode out of it, as they returned to the scene of a struggle, pieced together clues, questioned witnesses and others related to the suspects, and followed their hunches to a new npc of their collaborative design. Enter Vaaht "The Bad Frog" Gloht, a land-dwelling bullywug, busy running northern halfling pipeweed into the swamps while under the alias of a local herbalist and apothecary. He tried to swindle the magic item off of them and gave them some unreliable information, and made such an impression that they recruited him as a hireling Adept. This game is a credit to GMing; that I could get two and a half hours out of a weird bag the players found two sessions ago is something I can't get past. It's nice. One of the players even drew The Bad Frog. (hooray for the bad frog. to celebrate, i also drew the rascal.) It's really nice, having a game that supports player generated and controlled NPCs. Under the vegetable fucked around with this message at 04:39 on Dec 30, 2013 |
# ? Dec 30, 2013 01:31 |