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Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.
@Gnome7

I recently was reminded of The Mage's indestructible arcane treasure.
The Mage playbook says:

quote:

...Gear
Your Load is 7 + STR. You start with dungeon rations (5 uses, 1 weight) and an indestructible arcane treasure through which you draw power (such as a wand, crown, or book) describe it (1 weight).

Considering the recent update, I thought it mildly strange that it wasn't mentioned elsewhere in the playbook or additional material. Is its current inclusion in the playbook intentional or an overlooked artifact of history?

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Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

madadric posted:

I actually am using it as a central focus for my character. he's infatuated and obsessed with the statuette of some long forgotten goddess.

Hmmm... My next Mage will MC The Fighter's Signature Weapon that is an ancient indestructible artifact, just because he can!

But seriously, that's cool to have an indestructible effigy.

Ich fucked around with this message at 16:42 on Mar 28, 2013

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.
Brainstorming an idea about a gnome racial move for The Mage:

quote:

Cast an Illusion (INT)
When you weave a spell to fool the senses, describe it and roll +INT. Spells cast this way can never deal damage directly. On a 10+, the illusion is created as intended, but choose one. On a 7-9, the illusion works, but the choose two:
• Your illusion will only last as long as you concentrate (-1 ongoing to maintain your illusion), or your illusion won't last long - you'll need to hurry to take advantage of it.
• Your spell affects fewer senses than you wanted it to. (GM's choice)
• Your illusion also appears is other locations, and might draw unwanted attention, or cause other problems.
On a miss, the casting fails and the effort saps your energy. You take -1 ongoing to INT until you have a few minutes to clear your head.


My first idea:

quote:

When you Cast a Spell or use Black Magic, add the following option:
• Your spell is merely an illusion, it cannot cause any direct harm.
I don't expect this move to survive as is, but I'm hoping this will lead to a better idea.

Ich fucked around with this message at 07:24 on Mar 31, 2013

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

Lemon Curdistan posted:

Halfling
When you weave an illusion to help solve a problem, take +1.

Yeah, I knew mine were crap. I like yours, short and sweet. It's actually better suited to the gnome.

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

Elmo Oxygen posted:

One of my players runs a svirfneblin mage. His racial move is this:

quote:

When surrounded by natural stone, you cannot be seen unless you choose to be. You can, of course, be detected by any other means.
It's not very magey, but it's been really useful.

Thanks, I like it.

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

exuma posted:

Man,I would play the hell out of that. I really like the way you're replacing alignment and racials too.

Yeah, I'm looking forward to it, too. I will adopt those racial and alignment alternatives for all my games, and, you know, explore your setting as well!

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

vulgey posted:

Never stop, this is wonderful :allears:

Yep, what he said.

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.
...Okay, I'll get dragged into this... Just use AW style harm with class HP putting you at 9:00, and for the harm roll, use +con instead of +damage and it goes something like this:

When you suffer harm, roll+CON. On a 10+, subtract your class damage from the hit. On a 7-9, subtract half your class damage from the hit.
On a miss, eat that poo poo or as 7-9 AND the MC can choose 1:
• You lose your footing.
• You lose your grip on whatever you’re holding.
• You lose track of someone or something you’re attending to.
• You miss noticing something important.

[EDIT] OR what Desty said above.[/EDIT]

Okay, maybe that's getting too complicated...

Maybe you are working in the wrong direction. But, I think this is a useful exercise, because I think it shows that the current system works pretty well for what it does. If you want the numbers to mean more, do away with class load values and have Load = Strength. Have Wisdom = Sanity, or Mana. You wouldn't need to do that for every stat to have it quickly make sense.

I'm glad I played D&D and these 3-18 stats make sense to me! All this simplifying is getting really complicated!

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

gnome7 posted:

Soul Shatter/Soul Sever are boring, as has been mentioned. Mostly, they have the distinct downside of not being cool psychic things. A +damage move could work, but it'd work a lot better if it was weird and psychic-y. "When you deal damage to someone you've touched, skin to skin or with an act of kindness or cruelty, deal +1d4 damage." for instance. Or maybe, since it's about shattering souls, "When you deal damage to someone who is dismayed, demoralized, or otherwise not at their best, deal +1d4 damage."

I like the flight moves and assume they exist in part because of the sky dancer.

How about something like, When you touch someone, skin to skin, you gain one hold, or roll and get one or thtee hold... Assuming you incorporate hold in different moves, it could be very versatile.

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.
Man, I love me some New Crobuzon! Keep writing that poo poo up!


Gonna change gears here:

I think the new shift by some, to move away from race moves and alignments in favor of backgrounds and motivations is great!

Has anyone considered having advanced moves for backgrounds? They could be based on social class, geographic or other cultural backgrounds which would offer some moves independent of class. Maybe they could even run in parallel with class, meaning that, for example, you might have separate XP for class and background. You could be a 5th level thief/3rd level commoner, or a 4th level wizard/2nd level Coral Islander. You'd keep XP gained normally for the class and have other triggers, similar to alignment XP and end of session XP, for the background XP.

Am I making sense?

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

Hipster Occultist posted:

So I've been jonesing for a game so much lately that I've resorted to just loving running my own game, is Dungeon World fairly easy on the DM? I haven't really done much gm'ing in the past so I've been looking for a game that doesn't require hours of prep before each session.

Holy poo poo! Look no further!

Once you learn the rules, it's quite easy to run a game. This is the first game I've been able to run successfully. Seriously, you can run a game with no more prep than gathering your dice, pencils, playbooks, cheat-sheets and, of course, your mooks together.

Ich fucked around with this message at 12:18 on Apr 12, 2013

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

Alumnus Post posted:

This game is fantastic. I just had a spontaneous lunchtime session over Skype, with a good friend of mine. She fought off a deadly sausage golem, and now the Crypt of Em-eir'il the Scrumptious beckons. We plan to continue later. I pulled every aspect of the fight out of my rear end, and all we needed was an online dice generator.

I cannot wait to continue. :D

http://orokos.com/ is a good online die roller.

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

CitizenKeen posted:

Mix and matching, multiclassing stuff.

The entire party can be made of Freebooters.

That might work for you, or it might give you some ideas.

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

gnome7 posted:

It is worth mentioning that I feel way better about how The Witch does magic than I do about the Mage, and if I do a Mage rewrite at some point I will be using The Witch's version of Black Magic, and I would try to change Cast a Spell to work a bit more like Witchcraft does. But that takes time and effort I don't want to put forth right now.
Emphasis mine.

Fair enough. But, without asking you to go through the process of updating the pdf, would you mind elaborating a bit more on how you would do it, so we might just pencil it in?

Ich fucked around with this message at 15:20 on May 4, 2013

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

Tiger posted:

...

What we did is simply remove the in-between area, between 'anything to do with the Clock' and the opposed elements. So now he's a Clock Mage, who has specific aligned elements and can try to do other stuff with time if he wants to.

We both agree that his power level and character focus is better off for this change. However others are using the Mage without this drastic a change. It feels like maybe I'm missing something with how the spellcasting works. Does anyone have an idea?

Do you get that for things that are not clock related, he gets -1 to his roll?

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

Heart Attacks posted:

So I've been screwing around with Dungeon World recently, fairly new to it, just started a small game with some friends, and I am finding that there is some ... confusion or hostility toward the thing where I ask the players questions about the character or setting? No matter how directly or pointedly I ask a question ("Who's in charge here? Do you know them?" "Have you ever encountered a monster like this before?" "When did you first meet so-and-so?", whatever) my players always give me really waffly answers. "Well, maybe X or Y or Z," or really vague answers, "I guess maybe a king or warlord or something is in charge." Almost all of the answers I get from my players feel like, "I don't know, you decide."

I've tried to be direct about my expectations ("When I ask you a question, I'm looking to get an answer, not a suggestion; I'm taking this decision out of my hands and putting it in yours!") but it doesn't seem to help.

Anyone have any ideas?

Give them a worse outcome.

But seriously, give them some time to wrap their heads around the new ideas.

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

djw175 posted:

And doesn't get a bonus for his aligned spells unless his INT mod drops to 0?

Yep, that, too! Your aligned spells never take less than +1. While not spectacular, that is pretty great when you take the -1 to INT option more than once. (Or play a Mage with an 8 Intelligence!)

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

djw175 posted:

And doesn't get a bonus for his aligned spells unless his INT mod drops to 0?

Sorry, re-reading my post, I couldn't understand myself. That was horribly written.

Ich posted:

Do you get that for things that are not clock related, he gets -1 to his roll?

What I meant was: Do you understand that for non-aligned spells, mages get -1 to their roll?

As for aligned spells, they get the INT modifier, and your modifier for aligned spells will never drop below +1, even if you are somehow at INT -2.

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

Totally effing sweet race playbook! I'm really looking forward to seeing the other race playbooks!

Rulebook Heavily posted:

Halfling or Dwarf next, probably Halfling.

And then Half-orc and Gnome, right? Right? :v:

Ich fucked around with this message at 02:31 on May 19, 2013

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

sentrygun posted:

The easiest way I can think of is just to be a Mage and make your cool magic artifact be your sword. Play up your sword use and it'll quickly become a big part of your character.

Yep. I've done this with The Mage of The Tower. Just waiting for the chance to play him.

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.
I've recently come across a playbook called The Mage 2.0 There are some differences, from the DTRPG version, with the Black Magic, Battle Mage and Warmage moves.

Is that Gnome7's or did someone else do that?

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

MagnumOpus posted:

My guys are typically horrible about updating their sheets so I'd like to keep updated PDFs online for them to print off from session to session. I've seen a lot of custom classes done in formats that look exactly like in the main books. Does someone have a blank template they can toss online, preferably in SVG? I'll even take a non-blank template.

I guess I also need to know which fonts are being used? Font is Newcomen, which is not free but I've got plenty of alternatives.

I used to use sheets like these. If you like these, more are included in the OP (or maybe the 2nd post).

But, I've found that THIS SORT to be much more simple to use for online gaming.

You might also find This one useful as well.

Ich fucked around with this message at 10:37 on Jun 10, 2013

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.
The Mage class has quite a few foci that could definitely be considered schools or houses of magic.

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.
Brainstorming sessions are a lot of fun to figure out in what sort of world your group will be adventuring. That said, nailing down some things is okay, but I'd still run them by the group.

When I GM, I like to nail down some things, then delegate most of the details to the players. I find it to be more fun, less work and the result is better than one person would have made on their own.

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.
Does anyone know who wrote The Elf playbook?

Not the one Okasvi wrote, but the one with the following starting moves:

quote:

Elder Arts
When you draw upon the elven power that humans sometimes call magic, roll+Wis. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 anyway, but you'll have to pay a price later; the DM will tell you what. Either way, you cannot use this move again until after you have Made Camp. Spend your hold one-for-one to do the following:
• Immediately know what is magical in nature within your immediate surroundings
• Become invisible so long as you are in a natural environment; this persists until you attack or dismiss the effect.
• Contact a spirit of nature, which will respect your summons long enough to answer one question you ask to the best of its ability.
• Form a telepathic bond with one creature you touch, skin to skin, allowing you both to speak without words over any distance. This lasts until you dismiss it; you can only have one such bond active at a time.

Listen to the Forest
When you Discern Realities while surrounded by pristine wilderness, you may roll+Wis. The answers to your questions come from voices on the wind, the whisper of the leaves, and so on.

Touch the World Lightly
You can walk on top of snow, across thin tree branches or along precarious ledges, or stand on held weapons, all without Defying Danger.

Wise Soul
When you speak the old wisdom of the elves to those you Parley with, take +1.

Thanks

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

Lemon Curdistan posted:

RulebookHeavily wrote it, and I did the layout on it.

Thanks! Do you know if any other racial playbooks have been done? I remember The Dwarf was said to be next.

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.
There are some differences of opinion about how Black Magic's two-targets (-1 damage) tag should work.

I've always thought of it as both targets take the full damage, -1 of course.

The other opinion is that after subtracting 1, the remaining damage is divided between the targets.

What do you goons say?

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

Harrow posted:

I'm sure this has been asked before, but it may actually come up in a game I'm running.

Where do you usually draw the line between Cast a Spell and Ritual for the Mage? Both are really open-ended, and I think the point is that Ritual takes over when a spell is too big for Cast a Spell. I'd really appreciate examples of spells that should be one or the other, though, if anyone has any.

That's a drat fine question.

Off the top of my head, I'd say Ritual for anything permanent or far away, but I'm eager to see some other, better thought out, answers.

EDIT: On a related note, I've always felt that Ritual made Enchanter somewhat redundant. I mean, actually, the existence of Enchanter pretty much limits Ritual to not making magic items.

Ich fucked around with this message at 00:35 on Sep 6, 2013

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

EscortMission posted:

I decided to update and sharpen up my old Beguiler class from a few months ago. Some basic rewording, some switching things around, and a new death move because death moves are the new sweet thing to add to your class.

http://www.mediafire.com/?armlrbmnfzd608t

i still don't think this has been peer reviewed, so if somebody wants to run this through the wringer feel free.

That's quite well done. Very flavorful. Some of the starting gear seems like it might be a bit much (assassin's dagger, 100 coins), but I could be wrong about that, or maybe it's a trend with new playbooks. In the starting gear, inassuming should be unassuming. And that death move is just brilliant!

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

Len posted:

What are some tips for making characters? I kind of want to try my hand at making Muscle Wizard.

Here are a couple bits to throw into the idea mix:

Slidingdoor renamed The Fighter's moves to make The Warden, a Dryad character called Rist Who Quakes.

I haven't had a chance to play this one yet, but it's close to what you are looking for: Ovid The Mage of The Tower

Ich fucked around with this message at 03:37 on Sep 14, 2013

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

gnome7 posted:

[Stuff]
Also I may be working on something super secret regarding The Mage.

Oh, you tease, you! :v:

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

Sears Poncho posted:

I really love the setting you get when you throw gamma world + d&d together (and the whole Jack Vance/Gene Wolfe dying earth kind of thing) and I've been thinking about throwing something together along those lines for dungeon world. This is still pretty brain stormy but I've been thinking about doing something like giving characters access to two sets of moves - one from whatever class, and one from a race book - so you can have yourself start out as a green four armed wizard and as you advance you can either choose a wizard move or a mutant move, also effectively starting out characters as level 2 or so. I'm not really sure where this leaves players who want to be a 'normal' human though.

I have in mind something fairly neutral in tone, able to cover everything from say Adventure Time to THundarr to Book of the New Sun

Sounds like fun, Sears Poncho.

I've thought of similar hacks for advancement, though I haven't written anything yet. Something along the lines of Race moves, instead of just one, and social class/background type moves. I suppose Class moves should be called Profession moves of something similar.

With what you are doing, 'normal' humans would benefit by becoming more specialized. Alternatively, you could come up with some background moves.

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

Sears Poncho posted:

[gamma world hack stuff]

I don't know if you have Adventures on Dungeon Planet, but I highly recommend it. Also, although I'm sure you can use Gamma World tables, if you haven't already, you might like The Metamorphica, which is also by Johnstone Metzger. It's a huge, system agnostic, book of mutations. Roll D1000 for a tremendously random one, or roll or pick from favored tables.

Anyway, I'm interested in hearing about what you end up using.

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

Androc posted:

Y'know, the 'bag of books' item isn't very interesting as it's presented by default (a situational +1 to spout lore). What if, instead, you had something like:

Grimoire of Magical Beasts: When you use this item, you may make one statement that reasonably falls under the title's purview. That statement is now true, and always has been.

It would be sort of cool to have rare books as a treasure the PCs value and chase after.

And if you like dice:

That happens on a 10+. On a 7-9 the GM adds or subtracts some detail, or makes it a bit ambiguous. Take +1 if you act on that information. On a 6-, you still make a statement, but you will find out the hard way that its wrong. Take -1 forward and mark XP if you act on that information. Whoever wrote that book couldn't keep their facts straight.

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

The Supreme Court posted:

Hirelings - Totally different focus from DW. Instead of augmenting the character, Pirate World Hirelings have very simple mechanics that give the player another cool tool to mess around with.

I'm really happy to see this, because, I feel the Ranger's AC and Hirelings are things DW doesn't do well.







edit: corrected pre-coffee syntax.

Ich fucked around with this message at 05:57 on Oct 14, 2013

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.
Stocking up on rations is a good idea. We total keep track of rations and ammo. Once when we blew our perilous journey rolls, we ended up quite hungry, (-1 ongoing) until we could eat.

Ich fucked around with this message at 03:58 on Oct 28, 2013

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

Penguin Patrol posted:

Here is one of them, in case you want to look at it for layout ideas. I relabeled the "Gear" section on the back as "History" so they could fill in their backstory or just use it to jot down parts of adventures they want to remember.

I know this is unlikely to happen, but:

Is there anyone clever enough out there and willing to make some sort of web app that could do that for us; we fill in the blanks and it makes a printable sheet for us? Maybe something like this site that makes various World of Darkness sheets, for example.

We can all dream, can't we?

Ich fucked around with this message at 03:13 on Nov 3, 2013

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

zarathud posted:

I have posted both Word and Open Office templates for the sheets. They already allow some of the headers to be revised and some sections to be resized. If you have some savvy with those programs, you can certainly play around with the layout further. I also welcome suggestions on improving the templates and making them more flexible.

Those are completely badass. I had forgotten about those.

Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

Androc posted:

So, bit of an odd request, but: I'm working on a simplified DW hack that forms part of a cyberpunk game I'm going to run. More specifically, the DW rules are what come into play for the parts that actually take place in cyberspace. One of the basic moves I want to include is some way of acting without drawing attention from security countermeasures. How have other people implemented 'stealth' moves?

Defy Danger. The danger is getting detected.

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Ich
Feb 6, 2013

This Homicidal Hindu
will ruin your life.

gnome7 posted:

...until I get my things in order and put out my fixed Mage I've been working on for the past month or so.

This is awesome news!

The Mage class is my favorite class as well, but yes, very powerful. I play a Star Mage with Adjust the Flow of Time focus from the Prodigy move. In order to create a challenge, the power level is very high and he's only just 3rd level.

I've also played a Dragon Battlemage to 4th level. Crazy-good fun there. They are powerful, but they (Mages in general) are only broken if you think they're broken. It just depends on the style your group enjoys playing.

In any case, I really look forward to seeing your new version, gnome!

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