|
@Gnome7 I recently was reminded of The Mage's indestructible arcane treasure. The Mage playbook says: quote:...Gear 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?
|
# ¿ Mar 28, 2013 12:52 |
|
|
# ¿ Apr 28, 2024 09:05 |
|
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 |
# ¿ Mar 28, 2013 16:30 |
|
Brainstorming an idea about a gnome racial move for The Mage:quote:Cast an Illusion (INT) My first idea: quote:When you Cast a Spell or use Black Magic, add the following option: Ich fucked around with this message at 07:24 on Mar 31, 2013 |
# ¿ Mar 31, 2013 05:18 |
|
Lemon Curdistan posted:Halfling Yeah, I knew mine were crap. I like yours, short and sweet. It's actually better suited to the gnome.
|
# ¿ Mar 31, 2013 12:53 |
|
Elmo Oxygen posted:One of my players runs a svirfneblin mage. His racial move is this: Thanks, I like it.
|
# ¿ Apr 2, 2013 01:11 |
|
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!
|
# ¿ Apr 2, 2013 23:28 |
|
vulgey posted:Never stop, this is wonderful Yep, what he said.
|
# ¿ Apr 3, 2013 15:28 |
|
...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 youre holding. You lose track of someone or something youre 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!
|
# ¿ Apr 4, 2013 02:20 |
|
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." 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.
|
# ¿ Apr 6, 2013 02:31 |
|
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?
|
# ¿ Apr 7, 2013 15:06 |
|
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 |
# ¿ Apr 12, 2013 11:57 |
|
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. http://orokos.com/ is a good online die roller.
|
# ¿ Apr 16, 2013 23:39 |
|
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.
|
# ¿ Apr 30, 2013 01:40 |
|
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. 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 |
# ¿ May 4, 2013 05:55 |
|
Tiger posted:... Do you get that for things that are not clock related, he gets -1 to his roll?
|
# ¿ May 5, 2013 18:18 |
|
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." Give them a worse outcome. But seriously, give them some time to wrap their heads around the new ideas.
|
# ¿ May 5, 2013 19:26 |
|
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!)
|
# ¿ May 5, 2013 19:30 |
|
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.
|
# ¿ May 6, 2013 05:35 |
|
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? Ich fucked around with this message at 02:31 on May 19, 2013 |
# ¿ May 19, 2013 02:25 |
|
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.
|
# ¿ May 23, 2013 07:04 |
|
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?
|
# ¿ May 27, 2013 16:31 |
|
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 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 |
# ¿ Jun 10, 2013 04:43 |
|
The Mage class has quite a few foci that could definitely be considered schools or houses of magic.
|
# ¿ Jul 13, 2013 18:13 |
|
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.
|
# ¿ Aug 27, 2013 18:53 |
|
Does anyone know who wrote The Elf playbook? Not the one Okasvi wrote, but the one with the following starting moves: quote:Elder Arts Thanks
|
# ¿ Aug 27, 2013 21:25 |
|
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.
|
# ¿ Aug 28, 2013 05:01 |
|
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?
|
# ¿ Sep 4, 2013 07:15 |
|
Harrow posted:I'm sure this has been asked before, but it may actually come up in a game I'm running. 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 |
# ¿ Sep 6, 2013 00:32 |
|
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. 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!
|
# ¿ Sep 13, 2013 00:04 |
|
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 |
# ¿ Sep 14, 2013 03:34 |
|
gnome7 posted:[Stuff] Oh, you tease, you!
|
# ¿ Sep 14, 2013 10:28 |
|
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. 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.
|
# ¿ Sep 15, 2013 06:04 |
|
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.
|
# ¿ Sep 19, 2013 03:54 |
|
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: 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.
|
# ¿ Sep 21, 2013 00:30 |
|
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 |
# ¿ Oct 14, 2013 01:47 |
|
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 |
# ¿ Oct 28, 2013 03:56 |
|
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 |
# ¿ Nov 3, 2013 03:11 |
|
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.
|
# ¿ Nov 3, 2013 15:06 |
|
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.
|
# ¿ Nov 10, 2013 23:54 |
|
|
# ¿ Apr 28, 2024 09:05 |
|
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!
|
# ¿ Nov 17, 2013 02:22 |