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Handgun Phonics
Jan 7, 2012
I've just started running a Dungeon World game, and ran into a minor snag early on: The druid, in melee with a saw-armed robotic assassin, wanted to avoid an attack by shapeshifting into a squirrel. I'd call it a Defy Danger and be done with it, but the Shapshifter move has it's own set of 10+, 7-9, and 6- results, focused entirely on how much you can do once you're in animal form.

The problem: It feels like overkill to need two rolls, but I'm not really sure how to go about merging them. Does anybody have a good precedent for this sort of thing?

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Handgun Phonics
Jan 7, 2012
Hmm. Alright, that sounds good. Solves my issues with the Initiate almost exclusively using Sublime Understand of the Body, to boot.

I guess I just need to get more used to combining and adjusting moves on the fly.

Handgun Phonics fucked around with this message at 01:06 on Jul 2, 2013

Handgun Phonics
Jan 7, 2012
Last time I looked, I thought you increased your stats by one each level, rather than your modifier, so you'd have to do something about that, too.

Handgun Phonics
Jan 7, 2012
"Until he has time to clear his head," with or without optional "for a few moments" seems to imply time, without being "a few seconds." Vague measurements always seem a little easier to use.

Handgun Phonics
Jan 7, 2012
I think I have a problem with making my mooks too sympathetic. I'm not quite sure how to make something good and evil that's going to die horribly when they kill it, when that thing is another person with a weapon.

Also, how am I supposed to consider a dropkick from a non-Initiate. Is that still just unarmed damage?

Handgun Phonics fucked around with this message at 05:18 on Jul 3, 2013

Handgun Phonics
Jan 7, 2012

Kaja Rainbow posted:

Honestly? You can get by just dandy having your only intelligent enemies be boss and miniboss types. I had very few actually intelligent mooks in my own game, and it's been going reasonably well. I think Dungeon World can do fine without treating saptients like weed to be mowed down. You can make them bandits and the like, I suppose, if it comes to that. People whose crimes would've had them executed anyway. Or slavers. Those're always good for being less sympathetic.

In a wild west setting, it's a bit hard to avoid very human bandits popping up all over the place.

Handgun Phonics
Jan 7, 2012
Why can't you make them defy danger to use said gorilla move, and why can't "smash them into the ground" involve a roll?
If a zombie is about to gnaw off your arms, that sounds like plenty of danger to defy, especially if there's a lot more zombies around.

Handgun Phonics
Jan 7, 2012
In the couple games I've been in, that depends on what the class is. Stuff like the Fighter are gonna be mostly hack-and-slashing, but anything remotely magical or skill based will get a lot more play out of their specialties. Defy danger seems to average about half to a third of the rolls, though, due to how many functions it serves.

Handgun Phonics
Jan 7, 2012

Overemotional Robot posted:

My group is starting up a new game with the theme "wizard school." They want to take it in an all magic user direction, so I was wondering if you guys had some classbook suggestions that would fit that theme.

So far I know I'll offer the mage, witch, spellslinger, and druid (to fill the animagus role). Any others I should throw in? I'm going through classbooks looking, but I'm might have missed some.

I've actually been working on a potential game with EXACTLY this concept. I've also had the wizard/cleric (for people who like spell lists), the priest, the Artificer (enchanters, their gadgets are described as arcane). Bards are an option, too- improved or vanilla- since their songs are described as having primarily magical effect.

Handgun Phonics
Jan 7, 2012
Ssso. Just finished the third session of Wild West Dungeon World, and people are getting into the swing of it. Our automaton gunslinger got into a pistols-at-high-noon deal against the leader of the bandits they'd been antagonizing, Black Hat Pete, surrounded by his cronies. The bandit leader had a gun full of time-stopping bullets, the automaton had one, which he'd looted from the guy's office.

Right before they draw, the Druid, whose affiliated with the plains, talks to all the horses and tells them there's a bunch of sand worms approaching, sending them into a panic. The automaton gets a 10 on his quickdraw, and is treated to single moment of the bandit's completely flabbergasted face because someone else was using timestop rounds. He uses that moment of astonishment to open up the other five rounds into the leader, felling him while everything else falls into complete chaos around him- horses are panicked, the druid becomes an eagle and starts attacking the people on the roofs, the artificer spins around and unloads a railgun into the guys behind them, and the only survivors run the hell away.

They get out with the hearty thanks of the town they just saved, a small heap of cash from the bandits' bodies, and the leader's personal affects- 3 ammo worth of timestop rounds, a large black horse, and a pair of overly-ornamented black revolvers.

Handgun Phonics fucked around with this message at 05:39 on Jul 14, 2013

Handgun Phonics
Jan 7, 2012
My players' apparently have cursed damage dice. We've had quite a few attacks by this point that roll 10+ or even 12+ for Hack and Slash/Volley, only to deal 1-2 damage. This always feels... immensely unsatisfying, so I was wondering if there's a good rule of thumb for dealing with this?

Handgun Phonics
Jan 7, 2012
There's just something weird about "you hit them dead-center" then "oh and it does 1 point of damage, despite their completely bare skin"

Handgun Phonics
Jan 7, 2012

robotsinmyhead posted:

I think in the spirit of proper DW GMing, you roll that over-success into some sort of positive positioning result for another character. Maybe your attack was really just a feint and the next player to attack them could +1 Forward, knock them off balance, etc.

That's... probably a good idea, yeah. Dungeon World in general seems to love giving out consolation prizes for horrible failure.

Handgun Phonics
Jan 7, 2012

Trollhawke posted:

The intent is that, in the time it would take for an average 'turn' in another game, you choose to sacrifice your action in order to help someone with their action. In terms of translating it, I might either go with something like "with a moment's notice, you can..."(to represent saccing your action to help someone with lower initiative) or "However, it will take a moment to stop assisting your ally"
any suggestions?

Wouldn't they just be replacing the "Aid or interfere" move?

Handgun Phonics
Jan 7, 2012
What's a good rule of thumb for damage from the environment? For example, damage from a boulder trap rolling over someone, or flunking a jump between two rooftops. Or for that matter, managing to drop a dungeon ceiling on a dragon. I feel like I'm a lot more likely to screw it up when I have to start producing actual numbers out my rear end, instead of just situations.

Handgun Phonics
Jan 7, 2012

AlphaDog posted:

Since *world's main thrust is genre emulation and "modern world" isn't a genre, I don't see how it would end up being any good. Generalising the moves and classes is doing pretty much the opposite of what makes *world such a good system.

That said, I can see a modern *world hack working well for "HeistWorld" or something. Those movies usually have a team of specialists each doing their thing really well so that they can achieve their collective goal, which is a good way to run an RPG. I mean, "Wheel man", "Goon", "Con artist", "Demoliton guy", etc would all make good classes. "STR man" "CON man and "DEX man" wouldn't.

The problem is, while that would work great for heist games, it would be poo poo for Wild West where you need "Cowboy", "Gambler", "Miner", "Ranger", "Sheriff", etc.

As a person who has been quite successfully running a wild west game, I wholeheartedly object. The only mechanical problem at the moment is that strength is somewhat undervalued, as you can't punch somebody from rifle range.

Handgun Phonics
Jan 7, 2012

Okasvi posted:

I finished up The Fortune Hunter. I added a name list cribbed from some random list of famous adventurers that I found on Google, filled out the looks and rewrote the equipment section to be a bit more flavorful. Also added Armored to the advanced moves, so if you want to wear heavy armor, you don't have spend worldly on a boring move and lock yourself out of more interesting class moves.

What do you think?

E: I just realized it's still missing bonds, I'll fill those up later.

E2: Also added Makeshift shield to encourage the player to treat their equipment as disposable. Hopefully between that and Vice, charity and superstition, there's a good incentive to begin every adventure broke and with different gear than last time, Conan style.

It's a bit odd that there's no gear choices, just a fixed starting set. It'd be more interesting to have some choices- a broken sword, a sling and some stones you found by the road, a makeshift staff, the knife someone left stuck in your gut- that sort of thing maybe?

Also, it feels like they don't have any moves that don't tie directly into gaining or losing fortune.

Handgun Phonics
Jan 7, 2012

Okasvi posted:

The lack of moves other than the fortune related ones is intentional. The class is meant to rely on basic and special moves for everything. The fortune moves are there to boost those moves, since a class with no moves whatsoever would be underpowered. That is also the reason for the lack of advanced moves. It's meant to be a kind of blank slate character that is defined by what you choose to do and spend your fortune on, instead of what moves you pick.

When I made this I was kind of frustrated with the fact that most classes had so many cool advanced moves that I had a hard time picking which ones I wanted and that there wasn't any room for compendium classes once I was done choosing which 9 I really wanted. And since I realized that most moves are actually pretty pointless, since you can do pretty much everything with just defy danger if you can justify it in the fiction, I decided to make a class that focuses on just making the most out of the moves that everyone has and has a mechanic to boost them to make up for the lack of class moves.

The ideas for weapon options sound good though.

E: Added more weapon options and the bonds.

E2: Combined the redundant dagger option and the ranged weapon option into a set of poorly balanced throwing knives.

While you can do everything without having a playbook, it's comparatively boring. It'd be more interesting if some of your abilities- such as your improvised shield- didn't cost fortune.

Handgun Phonics
Jan 7, 2012
Are there currently any Dugneon World classes that focus on- or at least are capable of- temporarily enchanting weapons? Like turning a sword into a flaming sword, or making electric arrows, or the like.

Handgun Phonics
Jan 7, 2012

Glazius posted:

The Fighter can graft any enchantment onto his signature weapon if he takes Blacksmith, but that's not exactly temporary, is it? You're thinking more like anointing the blade and it catches fire for one combat or something?

Yeah, something like that. Like a Spellblade, a wizard-fencer, that sort of thing.

I'll look into Arcane Duelist, see if that's what I'm looking for.

Handgun Phonics fucked around with this message at 18:29 on Jul 20, 2013

Handgun Phonics
Jan 7, 2012

Lunatic Pathos posted:

I agree with the World of Dungeons love. I'm working on a Wizarding World (of Harry Potter) hack that takes more from World of Dungeons than Dungeon World, in that its classless (all classes do in World of is provide starting choices, they don't seem to matter after that), though I am adding back in some basic moves to represent Potter setting, tone, and narrative style better. Maybe I'll end up adding back in full playbooks if I ever get to playtest it at all and it feels like I need it, but at the moment, World of Dungeon style skills, here what subjects you have "Excellent Marks" in, look fine to me. May add an "Outstanding Marks" you can take to get a 12+ benefit.

Stats, Excellent/Outstanding Marks, House, Wand, and Spell Repertoire I think might be enough to distinguish characters.

So far the basic moves are:

Bravery Under Pressure (Roll+Gryffindor) - Act Under Pressure
Cunning Manipulation (Roll+Slytherin) - Parley
Wit & Wisdom (Roll+Ravenclaw) - Discern Realities containing some Spout Lore-ish questions
The Right Spell (Roll+Ravenclaw) - Know a useful spell for the situation
Loyal & True (Roll+Hufflepuff) - Aid Other
Magical Me (Roll+Luck) - Unique move related to narrative serendipity.

Spells just do what they do. You know spells because you learned them in class (HeadMaster narrative power), started with them at beginning of year, or knew The Right Spell when you needed it. In general, one doesn't roll to cast a spell. Instead, you may need to be Brave Under Pressure in order to successfully cast your Patronus Charm when dementors are in your face. Or you may end up with unexpected results in specific situations if you don't have the Wit & Wisdom to know what happens when you try to Stupefy a dragon or when wands with cores from the same phoenix conflict.

I decided on doing spells this way because wizards don't randomly cause problems fail casting Scourgify in their kitchen. They fail to cast spells in time to fight danger, or when their teacher is staring them down, and that's already covered.

My main concern is Hufflepuff stat is an obvious dump stat. Their house move improves it quite a bit. I'm thinking Hufflepuff might come into play in special moves, due to stuff like not minding hard work. Slytherin is a bit weak, too, despite the usefulness of Parley.

edit: I know there's a couple other folks working on HP hacks. Not trying to step on anyones toes, just felt real inspired whilst reading.

In a setting like that, classless probably works best since everyone is about the same- you're all "wizard/witch," so you can all use about the same abilities. By contrast, if a knight spent their childhood training with weapons and armor, and a wizard squandered his youth in tomes of eldritch lore, it'd make sense their set of abilities would be fundamentally different.

Also, what happens when you try to cast a spell you say, haven't practiced before? Is that just another Bravery Under Pressure?

Handgun Phonics fucked around with this message at 20:06 on Jul 20, 2013

Handgun Phonics
Jan 7, 2012

unzealous posted:

Do you want to play a ridiculous pastiche of 80's action heroes who tend to make things blow up and benefit greatly from narrative causality? Do you want a sweet rear end gun loaded down with tactical options? Do you want to look at a mostly complete class that's still missing a few moves because those last few always seem to take the longest? Then you should check out...
The Maverick!

I'm not quite sure, but why do the pistols only hit barely four feet past arm's reach? Close is awfully short for any sort of bullet.

Handgun Phonics fucked around with this message at 01:41 on Jul 21, 2013

Handgun Phonics
Jan 7, 2012
I just now discovered the rules for making and tagging towns and villages, and they seem a bit more... complex than the other systems. Does anyone else use them, and if so, is there a good example of completed ones?

Handgun Phonics
Jan 7, 2012

MadScientistWorking posted:

If you were to hack in Fate mechanics into the *World yeah I can easily see it working as you would eliminate the need for playbooks, eliminate the need for a drastic number of moves, and actually remove a lot of the weird problems that the *World game tends to have like the concept of the racial move. Admittedly, with the advent of Fate Accelerated I'm not entirely sure if there is such a big difference between the two systems outside of the dice rolling which honestly is still pretty much couched in the same philosophical underpinnings that the *World engine uses.

Racial moves are more of a Dungeon World rather than a *World thing, aren't they? And for that matter, I'm seeing an increasing trend of replacing race moves with "talents" or "origin moves."

Handgun Phonics
Jan 7, 2012

bewilderment posted:

Speaking of the Mage, I have one of my players using it and I'm having some trouble figuring out what to do with him. He chose 'the Clock' as his focus. He said he wanted to attempt to look forward/back in time, and I felt that given his focus, that was a perfectly appropriate thing to try to do with his magic. But now I'm having issues trying to figure out what appropriate backlash/moves to make on him when I pick bad stuff to happen as a result.


Edit: Perhaps I'm approaching the whole thing wrong. It depends. If he's trying to figure out something that happened in the past, is it a Discern Realities move using his magic, or is it a Cast Spell move?

You can always model it after other hint-getting or future-describing moves. On 7-9s they get weird, cryptic, or less relevant visions, on 7-9 and 6- they take take -1 forward, get stunned or- if it's really serious- take an Int or Wis debility as a vision goes bad.

Handgun Phonics
Jan 7, 2012

ImpactVector posted:

I dunno about that. Is there any other way in the entire game to get +10 damage? (Human warlock with maxed +Warrior at level 6. Or hell, the +7 at level 3 is pretty nuts too.)

Though it's really easy to get it killed/hurt for the day, so it's not really reliable either. And after it's dead you're left with a bunch of moves that seem pretty situational.

Well, a vanilla Fighter can always get 1d10+2d8+2 normal damage at level 7 by multi-classing into Ranger, and that's not counting any bonuses from hirelings, forward, or anything else. They can also pull off 5 armor by one level later, assuming they invested in full plate by that point.

A level 8 Fighter is statistically more lethal than a trio of ancient and powerful dragons strapped together.

Handgun Phonics
Jan 7, 2012
What would you say is The Artificer's "niche"? They've got gadgets, and the potential for combat, but it seems like trying to be effective leaves them permanently bereft of Charge, or at best a rather ineffectual magic user equivalent.

Handgun Phonics
Jan 7, 2012
I'm using the newer version. I always assumed "a short break" was something like five minutes, which is highly impractical during a big shootout, and the direct power they derive from that three charge is grossly outshone by already having a Druid and a Fighter.

Handgun Phonics
Jan 7, 2012

ritorix posted:

Never had much luck with it in play really, Arcane Art is the culprit. Skipping the cleric/wizard because Vancian, replacing with mage/medic.

Ok I'll bring the Slayer, Artificer, and the Medic too which I forgot about. Thanks!

Good thing about DW is I can throw it together like this last-minute and still be confident it will go just fine.

There's the Priest as a closer replacement for Cleric, too. I'm a bit more personally fond of it since it has buffing, too.

Handgun Phonics
Jan 7, 2012
How would you handle actions like "looking for the enemy's position in the fog", and the sort? It's too quick for Discern Realities, and the questions don't really fit that as well, either.

Handgun Phonics
Jan 7, 2012
The main rules say "To discern realities you must closely observe your target. That usually means interacting with it or watching someone else do the same. You can’t just stick your head in the doorway and discern realities about a room. You’re not merely scanning for clues—you have to look under and around things, tap the walls, and check for weird dust patterns on the bookshelves. That sort of thing.", which seems an awful lot for a quick action. The bigger problem there is that "where is the enemy located" doesn't seem to fit into the questions I'm given.

Handgun Phonics
Jan 7, 2012

Mikan posted:

For things like that I generally go with this move:

When you do anything, roll +Stat.
On a 10+, yay!
On a 7-9, good news and bad news.
On a 6-, move time.

You can always fall back on the general mechanical framework without consulting a specific move.

Isn't that just Defy Danger in a nutshell?

Also, is Wis generally the accepted Perception stat? It's pretty schizophrenic about what exactly it is, from possibly-perception to willpower to faith.

Handgun Phonics
Jan 7, 2012
Now if only it comes out before classes start, I can try and start up a game with the DnD people...

Handgun Phonics
Jan 7, 2012
For reasons unclear to me, I was compelled to build a little dungeon world hack of my own over the past two weeks.

First readable draft.

Somewhere along the way I ended up eschewing class playbooks in favor of- presumably- just differing equipment and tactics, but I suspect it'll need work. I'm in the process of trying to make a little listing of items and tags, then on to defining monsters.

Handgun Phonics
Jan 7, 2012
I have to say, Death Moves remind me of the "Special Moves" from Apocalypse World, except infinitely less uncomfortable to explain to new players.

Now, in light of the fact that death moves tend to involve you staying dead / violently exploding in occult power, how do those work with resurrection moves like the Witch or Medic has?

Handgun Phonics
Jan 7, 2012

Glazius posted:

Page 224-225 (or this) aren't doin' it for you?

There's a page for that together with the pdfs of the basic class playbooks, isn't there?

Handgun Phonics
Jan 7, 2012

WhiteHowler posted:

I'm working on a custom adventure (which may become a campaign, who knows) for some friends. I'm completely new to Dungeon World. I come from an AD&D background, so not having a 5000-word background document going into an adventure is a bit strange for me, but I'm excited about playing a more story-driven game.

Unfortunately, most of my friends have very limited experience with RPG's in general. My concern is that they're going to get that "deer in the headlights" look when it's time to come up with character background and bonds during the creation phase.

As a GM, how leading should I be with questions? Rather than asking "Cialis, what were your parents like?", can I ask something like "Valtrex, how did your father know Cialis' father" (which can lead to more interesting questions, depending on the answer)? Or even something more leading/undesirable, like "Fleshlight, why did your parents abandon you at a young age"?

Are there any "gotchas" I should look out for during the creation phase? I've already read through the (excellent) GM's guide, but I really don't want to screw this up and turn off my friends from Dungeon World before we even start.

From everything I've seen, the less RPG experience you have, the faster you get into the flow of Dungeon World- It's quite intuitive. If you've already made sure there's no overlap of playbooks, then it's just a matter of making sure to tailor the obstacles to the problem solving methods people have (or deliberately against them, and force them to fumble around and cope).

As for questions: "...Probably for the same reason they named you 'Fleshlight'."

Handgun Phonics
Jan 7, 2012

Elmo Oxygen posted:

I'm all in favor of people playing the medic, but DW is flexible enough that almost any class can be played 100% pacifist.

Depending on how strictly you mean "pacifist" you can probably even do a pacifist fighter. They've got utility in moving heavy things and standing in front of dangerous objects.

Handgun Phonics
Jan 7, 2012

Kerzoro posted:

I... hmm. Out of curiosity, has there been an Alchemist playbook? The closest one I've found is the Artificer.

Mostly, I'd like to get my group to switch from a d20 game to Dungeon World, but one of them has a Mad Alchemist. Or do you think the Artificer would cover his role?

You could see if an artificer with chemical-themed "gadgets" would work. On the other hand, The Witch has probably the best potion-making move thus far. Maybe grab that as a multiclass move from Artificer or Medic?

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Handgun Phonics
Jan 7, 2012

Lemon Curdistan posted:

The link in the OP is out of date, so if you want the City Thief it's here: http://db.tt/3h3r3yab

Ironic that of the three classes I've created, the one people like the most is the one that is only 30% my material.

It's probably because Thief is a pretty core class, and City Thief brings it "up to date" with the conventions of newer classes. Avoid the Light is probably the single best addition to the playbook, because it's so fundamental and powerful.

My only complaint about it would be Mechanical Eye, because it comes with a lot more narrative baggage- it requires them to get an eye actually replaced.

Handgun Phonics fucked around with this message at 07:41 on Sep 2, 2013

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