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gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??


A Game with Modern Rules & Old-School Style


All images and banners courtesy of Aldante_Fax and a fair portion of this is straight from the previous Dungeon World thread's OP.
If there is anything anyone wants me to add to this OP, say something in the thread and I will get to it as soon as possible! I watch this thread like a hawk.


Dungeon World is everything you ever wanted Dungeons and Dragons to be, but it wasn't. It is a fantasy adventure roleplaying game that takes the fun stories that sometimes happen as a result of playing D&D and builds the game around making those happen. Dungeon World emphasizes collaborative discovery, streamlined gameplay, while downplaying rules minutiae and 'monty haul' mentalities. The end result is a game focused heavily on the fiction, and what sort of flavorful effects you invoke is often just as or more important than actually dealing damage is.

The Dungeon World website can be found here.



Originally starting out as a hack from Apocalypse World, it has since moved on and grew far beyond its original system's trappings. Sage LaTorra and Adam Koebel released Dungeon World Basic, a prototype of the system, at GenCon 2011, and have since gone on to further refine the rules and bring it to a commercial release after seeing the positive response and feedback.

While relatively short on development history (compared to some other games) Dungeon World has a large pool of playtesters that contributed to the development of the project. It was acknowledged by Vincent Baker, the creator of Apocalypse World, and has support in some way shape or form from other independent RPG developers, some of who have gone to make adventures for Dungeon World.

Now in the final preparations for its first edition release, Dungeon World enjoyed runaway success on Kickstarter. Extras from the fundraiser yielded significant extras due to raising more than 2000% of their initial target of $4000.

Dungeon World is now available as a full color PDF, ePub, HTML, and print release, available here. Print copies are out to kickstarter backers, but not yet for sale. Links will go here as soon as they are.



The majority of visible mechanics are printed on character sheets that have class-specific information, sometimes referred to as a "Playbook". In addition to those, there are also a set of general and special actions that players have actions to, referred to as "Moves". GMs also get a set of special Moves suitable for running the game. This is the core of the Apocalypse system which Dungeon World takes its roots from - for more information, Evil Mastermind has created an excellent thread on all things Apocalypse World related here.

Conflict presentation and resolution is separated into two sections - narrative, and mechanical, and the two are very much connected to each other.

The narrative side of Dungeon World recommends staying in character and following actions to their logical conclusions. Players should always be thinking actively rather than sitting around waiting for something to happen - their actions dictate the world around them. Does Donovan the Cunning say that there is a Secret Door nearby? Perhaps there is, if you search for one...

This is where the dice come into play, to provide a bump in the right direction where some uncertainty or chance is welcome. Conflict resolution is fairly simple: Roll 2d6 + Statistic Modifier, or in rare cases, 2d6 + Statistic. A roll of 6- is considered a "Miss", a 7-9 is a "Success, with a cost", and 10+ is a "Hit". Each of the three outcomes dictates a different path in the narrative. Donovan may find the Secret Door he thinks is there, but it may be jammed, locked, trapped, or maybe something is lurking behind it that he doesn't want to meet...



Dungeon World is primarily about exploration and discovery. This point is so important, in fact, that it is a key Agenda item for GMs! Something always is happening in the world, and most of the time the GMs and the players work together to find out what happens. The dynamic of the ongoing 'conversation' that players and GMs have establish the world through discoveries in the gameplay itself, not in an already-established campaign setting. Maps are drawn loosely and left blank, intended to be filled in later with new ideas. Adventure and campaign hotspots, known as Fronts, represent the world and the danger that characters undertake in a race against Grim Portents, things that have the capacity to change the game setting itself.

The end result of the game's conflicting nature is that there is a huge focus on the fiction of the game, and you only roll when what happens next comes into question. With this emphasis on fiction first, Dungeon World plays out a lot more like a conversation than most games. The game flows back and forth between the players and the GM, each reacting to what the other just did. Gameplay is very quick as a result - you'll be surprised how much you accomplish in a single session.



The most up to date version of the rules can be found here!

:siren::siren: The print version is now available to buy! :siren::siren:

The free version of the rules can be found here! Last updated 10/14/2012.

The core rules of Dungeon World are an all-in-one package featuring all the class Playbooks and a framework for GMs to hit the ground running after a read-through of the book. Include sample monsters, how to run the first session, and how to design a campaign, adventures, and fantastic locations through the use of Fronts. The best part about it? It's free! Open sourced development released via Creative Commons means anybody can pick up and play the game as suits their fancy, making changes and perhaps even a whole new game with Dungeon World as its inspiration. The creators say that it's their way of saying 'thank you' to the games and the community that have supported them and provided the countless hours of enjoyment.



All adventures are planned for PDF release. Certain backer tiers for the Kickstarter will receive advance or free copies of the adventures, but they will normally be available for PDF purchase by their respective authors.

Within the Devil’s Reach, by Josh Mannon - RELEASED



Number Appearing, by Justin Wightbred - RELEASED



Dark Heart of the Dreamer, by Johnathan Walton



Juntu’s Floating Ice Hell, by Jason Morningstar. Not yet released, to my knowledge.


Indigo Galleon, by John Aegard - thanks to Evil Mastermind for the tip




  • War Sourcebook - To be released late 2012, but hasn't been yet.
  • Barbarian Playbook - a warrior with herculean appetites that fuel their crazed strength.
  • Class Compendium - In development, but it might as well be the content megapost below this one
  • Monster Compendium - a digital Monster creator for Dungeon World, and it shares your creations on the internet for other people to use.
  • Planarch Codex - By Johnathan Walton. Related to Dark Heart of the Dreamer, features rules for hybrid races (half-X, half-Y), planar travel, the dimensional city of Dis, and other additional rules. Previews: Dis - the Ravenous City, Planarch Codex Preview Chapter
  • Dungeon Planet






  • When I started running Dungeon World I found that you should adhere to the book fairly closely. It provides valuable advice to keep the ball rolling, such as ending many GM Moves with the phrase, "What do you do?" Prompting actions from the players is key in making sure the game doesn't stale too quickly. Over-preparation is the enemy in this case, as the players will work with you to build the world around you. Going through the steps for the 'First Session' outlined in the book are highly recommended in order to acclimate people to the game flow and style. - aldantefax
  • Consider surrendering control to players when in doubt. Sometimes a failed roll is just a failed roll with no serious connotations - roll with the punches and drive the game forward. Interesting situations come from interesting actions. - aldantefax
  • Take the GM moves seriously. I found that I wasn't and went back and looked at them (and my Agenda and Principles) before deciding what to do. It improved my choice. Codifying GM moves, in part, is what prevents boring sessions, I think, by telling you to pick the interesting over the boring, and by moving the story along. - Lunatic Pathos



  • This is not Dungeons and Dragons.
  • Don't get into the habit of "roll first, describe later" - let the narrative dictate when you should roll!
  • Don't be afraid to make stuff up about the game world. Your GM should expect you to do so.
  • Don't be afraid to take chances. Danger is your bread and butter!
  • A discussion on Wizards (may eventually require archives)
  • Druid's Shapeshifting FAQ - the Druid's Shapeshifting move is easily the most confusing ability in the game, so Lemon Curdistan put together a post explaining exactly how it works.

gnome7 fucked around with this message at 14:25 on Feb 12, 2014

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gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??
Dungeon World Content Mega-Post - Updated 5/28

I update this post regularly. If you would like anything you've made to be added to this post, either post in the thread, PM me, or email me at jeikobu73@yahoo.com. Important and/or extremely good content gets a nice little :siren: to mark it. As this thread ages, some of this content might disappear into the SA archives. If you find any of the links below are dead or wonky, please let me know.



:siren: Scrape and Evil Mastermind's Dungeon World GM's Guide :siren:

Are you just too confused about everything Dungeon World has to offer? Fret not, for you have a handy guide! SA's own Scrape and Evil Mastermind have come together in a collaboration to create a veritable compendium of clarifications, examples, and insights on building worlds that players can enjoy. For all peoples who are interested in Dungeon World! Also includes additional classes and races brought about by Emong and his wonderful contributions.



Other DM Aids:
aldantefax's Career Move ideas
CADPAT's C'thulhu-style front and custom "sanity" move
CADPATs Deck of Many Things
Evil Mastermind's Madness Mechanics
Evil Mastermind's Quicksteel items
Fenarisk's Homestead playbook
Glazius' Gnomes
gnome7's Basic Rules cheat sheet
ImpactVector's Campaign and Adventure Fronts
LemonCurdistan's Base Class Alignment Moves list
LemonCurdistan's Base Class Racial Moves list
madadric's tribute to Michael Jackson
madadric's Heartseeker Talisman item and Rope Bridge custom move
MadRhetoric's Paladins of unusual races
Mattie's Character Sheet Spreadsheets (Ich's additional spreadsheets, in the same format)


Monsters:
:siren: Captain Indigo's Monster Creation tips
dwarf74's Basic D&D monsters
Evil Mastermind's Elemental liches, in progress, includes Elemental champion compendium classes
Evil Mastermind's Mind Flayer
jonthegm's Wight
LemonCurdistan's Draigs and Spiderhorse
Mikan's Last Stand Monsters (DTRPG link)
PublicOpinion's Betrayer
PublicOpinion's Ecology of the Void
PublicOpinion's Handmaidens of the Spider Queen
PublicOpinion's Hollow Man
PublicOpinion's Liar
PublicOpinion's Morddreggoste



New Classes:
Inkscape Playbook Template (thanks Fenarisk!): Page 1, Page 2
Open Office Template (thanks zarathud!)
Word Template (thanks zarathud!)

Fenarisk's revised Core playbooks

Spincut's organized list of finished playbooks

Androc's Arcane Duelist (RPGNow)
Androc's Cursed Knight (RPGNow)
Androc's Summoner
Arrrthritis' Beastmaster, in progress
Asininecurist and gnome7's Noble
berenzen's Elemental Knight, in progress
Blasphemeral's The Gallant
:siren:Boing's The Slayer
DeltaSquid's Inquisitor (IW version)
Desty's Merchant Prince (Playbooks)
devilmaydry's Conflux, in progress
Drop Database's The Master
ElegantFugue's Marksman (IW Style
:siren: Elmo Oxygen's Medic (DTRPG link)
Ergonomix's Mastermind
EscortMission's Beguiler
EscortMission's Punk
Fenarisk's Assassin
Fenarisk's Leader
Fenarisk's Brute
Fenarisk's Pariah
Flavirus and Okasvi's Augur
Flavivirus' update to Sage LaTorra's Battlemind
:siren: GimpInBlack's Gladiator
GimpInBlack's Berserk
:siren: Glazius' Princess
gnome7's Alternate Playbooks Packet (Artificer, Mage, Priest, Templar)
:siren: gnome7's Clock Mage (Preview Edition)
gnome7's Cultist (Preview Version)
:siren: gnome7's Dashing Hero (Preview Version)
gnome7's Dragon Mage (Preview)
gnome7's Drider
gnome7's Improved Bard
gnome7 Improved Fighter
gnome7's Improved Wizard
gnome7's Masked Mage (Preview)
gnome7's Winter Mage (Preview)
gnome7's True Friend
:siren: gnome7's Witch (Preview Version)
Evil Mastermind's Warlord, in progress
Kai Tave's Warlord
Kaja Rainbow's Imposter
KillerQueen's Diabolist, in progress
Lemon Curdistan's Assassin (Compendium Class Version)
:siren: Lemon Curdistan's City Thief Equipment List)
Lemon Curdistan's Peerless Fighter
Lemon Curdistan's Shaman (DTRPG link)
:siren: madadric's Spellslinger (DTRPG link)
madadric's Fae (DTRPG link)
madadric's Fool (DTRPG link)
madadric's Giant
MadRhetoric's Oracle, level 1-5 teaser version
MadRhetoric's Sharpshooter, level 1-5 teaser version
MadRhetoric's Swashbuckler, level 1-5 teaser version
megane's alternate Wizard moves
:siren: megane and gnome7's Mage
:siren: Mikan's Warlock (DTRPG link)
:siren: Mors Rattus' Initiate (DTRPG link)
Mr. Prokosch's Djinn DTRPG Link
Mr. Prokosch's Pixie DTRPG
Mr. Prokosch's Observer DTRPG
Mr. Prokosch's Horde DTRPG
Mr. Prokosch's ShadowCat DTRPG
Mr. Prokosch's Ogre DTRPG
Nemesis of Mole's Automaton Bard and Storm Wizard
Nemesis of Mole's Vampire Killer
NinjaDebugger's Ninja
Okasvi's Elf
Okasvi's Scholar, in progress
:siren: Rulebook Heavily's Namer (DTRPG link)
:siren: Rulebook Heavily's Race As Class playbooks
Sears Poncho's Charlatan
sentrygun's Spirit Catcher
Shamblercow's Hardened Convict (playbook)
Shamblercow's Necromancer, in progress
Shukaro's Freelancer
:siren: TheLoneAmigo and gnome7's Artificer
The Supreme Court's Brute: Google doc link | DTRPG link
The Supreme Court's Necromancer, in progress
Tollymain's Stolen
:siren: TombsGrave's Psion
TombsGrave's Slipstream Warrior
unzealous' Metamorph
wrl's Knight, in progress
wrl's Hot Shot, in progress

Playbook Bundle 1
Playbook Bundle 2


Compendium Classes:
gnome7's Compendium Class Template (requires Inkscape)

Androc and gnome7's Compendium Class Pack, which includes the Assassin, the Cursed Knight, the Demiurge, the Firebrand, the Juggernaut, and the Swashbuckler
Androc's Ascendant
Benly's ...Harbinger?
Bigup DJ's Hulking Hurler
Bigup DJ's Serpentine (Alternate background option)
bugcatcher's Monster Tamer, in progress
CitizenKeen's Harbinger
Desty's Zombie
Emong's Compendium Classes.txt ZIP file
EscortMission's Slider
FrozenGoldfishGod's The Chosen
gnome7's Marked Ninja
Hugoon Chavez's Dragon Marks
KillerQueen's Jojo's Bizarre Adventure compendium classes
Kobold's Masquerade
Lemon Curdistan's Assassin (Full Class Version)
Lemon Curdistan's Avowed
MadRhetoric's Wishbearer and Eternal Protector
MadScientistWorking's Firefighter
Mikan's ...Broken Spirit?
Mikan's Monster Hunter
Mors Rattus' Ronin and Blindfighter, don't know how long they'll stay up
Mr. Damage Control's Chieftain and Big Boss
Okasvi's Miscellanious Compendium Classes
Okasvi's Immortal
Okasvi's Vampire
PublicOpinion's Hat Master
PublicOpinion's Honorary Librarian (includes extra race options)
PublicOpinion's Racial Compendium Classes
Tollymain's Fading
Tollymain's Leviathan Master
Tollymain's Talebound



Settings and Adventures:
aldante_fax's Infinite Dungeon
Danoss' Living Dungeon World
GimpInBlack's Dark Sun World
InfiniteJester's Mutant World. a Gamma World hack
John Harper's Streets of Marienburg, a Warhammer Fantasy playset of World of Dungeons.
madadric's Land of the Dead
Mikan's Twin Spirit Isle
Mors Rattus' Seventh World, a Seven Seas hack
PublicOpinion's Agram's Temple
World of Dungeon Crawling, a high-lethality hack of World of Dungeons.


Published Books:
Dungeon Planet (Dungeon Planet Playbooks)
Inverse World (Preview Playbooks)
World of Dungeons
Grim World Kickstarter


Support
If you'd like to support the various goons who make these wonderful things, you can throw money at the following places:

Mikan's Fünhaver Industries
Gnome7's DTRPG publisher account
madadric's DTRPG publisher account

gnome7 fucked around with this message at 10:14 on Nov 14, 2017

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

Golden Bee posted:

Question: Should players restock gear automatically restock their gear at the beginning of a play session, as long as there's a bit of downtime between adventures?

I've been making my players spend cash and tell me what they want when they restock between sessions, but then again, my party has a Noble, so spending money is a big part of what she does. So in my games, the answer has been 'no,' but I don't see any reason you couldn't do it that way. It would be a pretty good solution.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??
To go with the above, I've given out almost entirely practical stuff for rewards, although some coins and jewels have definitely made it into the players' pockets in the past. But it's mostly things like "a closet full of shovels" or "a box half-filled with old dynamite" or "a room full of weird surgical implements." The shovels ended up arming one of the party members for half the dungon, since his spear broke earlier. The box full of dynamite ended up being used for a kamikaze attack to take out a swarm. They didn't even touch the surgical implements themselves, they were too creepy-looking, but they did tackle an owlbear into the table full of them to finish it off.

I have one particular player who is a little bit kleptomaniac, in that she takes something everytime there is stuff around to take, but she doesn't take everything, and no one else takes everything either. It's definitely nothing like D&D, where taking everything that isn't nailed down is a fine tradition wherein you break out the axes and shovels to get the stuff nailed down afterwards, and I'm not really sure what makes it so different in that regard. It's definitely a lot more fun this way, though, and I really like that "semi-random list of paired options" idea and I'll be incorporating that into the next dungeon for sure.


Lemon Curdistan posted:

gnome, you can replace the link to the Draigs/Spiderhorse in the OP with this: http://codex.dungeon-world.com/profile/58001/monsters

Changed the link, thank you.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

TombsGrave posted:

Glad to hear it! (And thanks again to the thread for helping me whip it into shape.)

Since last I posted I've been running a campaign set in the midst of an industrial revolution and a WWI-scale conflict. It was going to be a noir-ish game of intrigue and mystery but quickly and naturally became something else. The--I believe--third or fourth session was when it really came together and amazing stuff happened. It's a bit of a long story, though--should I post it in the Notable Experiences thread instead?

It wouldn't be the first time we've had story time in the DW thread, and I'd certainly like to hear it here. Maybe crosspost it if it is particularly notable.

Also on the topic of the Psion, I actually have a Psion in my group and he seems to be having a blast. Almost too literally, though - Telekinetic Strike seems to be his go-to solution to every single problem we run into, ever. He's definitely gotten some use out of the other moves, but he really likes making things explode, and I feel like the 7-9 options on the move aren't quite open enough. There should really be a third or maybe even fourth one to play off of, I think, because my player has literally never taken the "-1 forward" option, and it is hard to continue thinking of ways the player can expose himself to danger with telekinesis, probably one of the safer powers around for the user.

Of course I am literally incapable of giving feedback without offering to rewrite everything, so now that I've put that concern on the table I feel compelled to do so:

Telekinetic Strike (WIS) posted:

When you attack with telekinetic force, roll +WIS. On a 10+, deal your damage. On a 7-9, deal your damage, but choose 1:
• You expose yourself or an ally to danger.
• Something near your target is destroyed by the blast - the GM will tell you what.
• You're overwhelmed with psychic feedback, stunning you for a moment.

Your Telekinetic Strike is a weapon with the tags Near, Forceful, and Messy.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??
Alright, I've made a couple changes to The Psion playbook, and I've also updated/added links to the OP posts.

I really like that new Level Up move, Lemon. I think I'll talk to Mikan and see if we can't put it in Inverse World as an alternative rule.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??
I have spent literally all day editing playbooks, between The Psion and The Shaman for Lemon and now also The Noble. I have entirely reworked how the Assistant move works, and I think it is entirely for the better. Specifically, The Assistant gets a third page dedicated to it - its own personal half-playbook.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??
KillerQueen, that is pretty excellent. I just caught up on the latest episodes of that just a couple hours ago, JJBA is so good. I think the attack that adds Near to your melee attack should probably add Reach instead, though. Near is generally a ranged attack tag.

Syka posted:

Hey gnome, I bought The Cultist from DTRPG, but The True Friend wasn't included in the download despite being listed as a bonus in the description. I realize there's a link to it in this thread, but non-goons are a bit out of luck on that one.

Oh woops! Thanks for the heads up, fixing that ASAP.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

gnome7 posted:

Mikan and I are co-authoring a third party dungeon world book! The original Dungeon World is a bit too locked into generic fantasy, so we decided to write a book all about making Dungeon World a bit more fantastic in how it treats fantasy. I've posted one preview in this thread already, and Mikan posted a preview on his G+ account. I'll just compile those previews here for people to look at:

The Captain
The Lantern
Mikan's setting post
Some merfolk I drew for Inverse World, Merfolk being the predominate race of the setting.

Everyone remember this? Me too. Have another preview!

This week's preview is for The Survivor, another core class that fills a niche that isn't all that present in existing playbooks. The Survivor has suffered through a life-altering cataclysm, and it has changed them permanently as a result. While super-tough characters are already very possible in DW (such as the Gladiator, Barbarian, or Paladin), The Survivor gives you incredible toughness in their core moves, with a greater focus on surviving than conquering. Those other options might be better at killing things, but you don't need to kill to be a hero. You just need to survive.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

Lemon Curdistan posted:

So when is it actually out?

I don't think we have an ETA just yet. I have about 40 more advance moves to write/fabricate, and we want a couple compendium classes, monsters, and magic items, and then there's a ton of setting information to actually write about, and we also need to secure art for it, and then format the whole thing, and there's probably a bunch of other technical stuff I don't know about yet since we haven't gotten there. We're planning on publishing this as an actual, for print book, you see.

So at the current rate of doing things, April maybe? Being my first major project like this I have no idea what a realistic timeframe is, but I am doing what I can to keep on top of my end of the deal.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

gnome7 posted:

Everyone remember this? Me too. Have another preview!

This week's preview is for The Survivor, another core class that fills a niche that isn't all that present in existing playbooks. The Survivor has suffered through a life-altering cataclysm, and it has changed them permanently as a result. While super-tough characters are already very possible in DW (such as the Gladiator, Barbarian, or Paladin), The Survivor gives you incredible toughness in their core moves, with a greater focus on surviving than conquering. Those other options might be better at killing things, but you don't need to kill to be a hero. You just need to survive.

I am eternally indecisive forever and I have updated the Survivor preview. Specifically, the Hardened move has been replaced with something a lot more interesting, and I am much happier with this set of starting moves than I was a day ago.


Lurks With Wolves posted:

Just thought I'd ask if it's intentional that the Loyal Assistant has really low HP. As it currently stands, with bad luck they can just get one shot really easily. In the pbp I'm playing a Noble in, my Thief-based Assistant took 1d6 damage before the change and now he's half dead. Even if he was at full health, a single goblin with a lucky damage roll could just kill him.

What I'm saying is, I don't want to go through one Assistant after the other but I feel like if I put my Assistant in a dangerous situation I'm going to be forced to.

I do like the rest of the Assistant changes, though.

It is intentional, yes. I've had a lot of questions about how Assistant HP should work, and after seeing it done both ways (just base HP, or base + the Noble's Constitution), I think I like the base HP method better. The Assistant is exactly that - an assistant. It is worth mentioning he can still take Last Breath moves like other players, although I realize that is small solace. In any case, I have a player running a Noble right now, and her Assistant is an Initiate, a very front-line class, so I'll get to check personally if that is too low. It might get changed later, but it was a deliberate decision to change to the current format.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

sentrygun posted:

Noble+Assistant HP pool

I think this is the solution right here. Something like this, perhaps:


Noble HP buffed to 10 + Constitution

When The Noble or The Assistant take damage, they subtract this damage from The Noble's HP. When The Noble has less than half HP, either The Assistant or The Noble is unable to continue. When The Noble falls to or below 0 HP, the other is also unable to continue, and set your HP to 1. The next time The Noble or The Assistant takes damage, whichever one took damage rolls their Last Breath.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

sentrygun posted:

I like this a lot more. Gets around the problem of the Noble getting an unfair amount of HP to play with while still letting me play a goofy princess protected by a big bulky knight and having the princess faint when she sees the knight get injured, while granting plenty of room for bulky noble/squishy assistant and everything in between.

The Noble, again.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??
Since this question just seems to keep coming up, over and over, I am going to put out a request to the thread: someone please make up an effort-post about how, exactly, by RAW and Sage's clarifications, the Druid's shapechange move works, and I will put it in the OP. Lemon's post up above is roughly what I am looking for, just cleaned up a bit. I will do it myself in a day or two if no one else does, but I have a lot on my plate right now.

wrl posted:

I guess what I'm saying is that most animals aren't listed as monsters in the book, so it may be worth putting together a list of moves that an animal could have access to.

Also bonus points if you add a nice list of animals and animal moves.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??
I'm going to stop posting in the thread that I added things to the megapost, and just say hey I am adding things to the megapost every single day there is stuff to add. If something isn't there within a day or so of getting posted in here, feel free to yell at me.


ElegantFugue posted:

Okay, I've been kinda tracking this so far because it sounds really cool, but now all this talk about Survivors and CalamitiesCataclysms has me thinking of Bastion in a *World system and frankly that's just too awesome to not call out as awesome. :colbert:

I want you to know that any Bastion references there may or may not be in Survivor advance moves are entirely and completely because of this post.


vvvvvvv the other possible name for the setting is WORLDCRUST but Mikan kept pushing Inverse World so that is what we're sticking with, it seems. Worldcrust will just have to be a place.

That place is the sky made of rocks.

gnome7 fucked around with this message at 06:25 on Mar 28, 2013

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

Ich posted:

@Gnome7

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


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?

The latter. You used to need it to be able to Cast a Spell, but now it's just kinda there. Keep it or not, it makes no difference and has no powers itself.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

Impermanent posted:

Was this put there purely so it would be easy to make a Dungeon World version of the Ice King? Because if so, awesome.

Yes, actually. The Ice King was a heavy inspiration for The Mage as a class.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

Evil Mastermind posted:

Dungeon World is now available on IPR as a Print & PDF bundle, and I think they do international shipping.

I just placed my order. It'll be so cool to finally have a physical copy to lovingly caress read.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??
Thank you, Lemon! Added to the OP under Player Tips.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

I'd just like to say: For all those players who wanted to be a Blue Mage from Final Fantasy, The Mutant from this book is easily to best way to handle it. The class literally steals monster moves and uses them with Defy Danger, although they can gain hold from one of their other moves to just automatically use a Monster Move. It is fabulous and I like it way better than the Druid implementations I'd seen people using.

gnome7 fucked around with this message at 18:52 on Mar 30, 2013

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

Lemon Curdistan posted:

So I take it that's a buy recommendation for the book, then?

Yeah, definitely. It's got some neat stuff in it. The playbooks are free if you don't want to put money into it, though. They're right here if you don't want to search for the link on that page.

For a general review: I like most of what it puts on the table, although the Load values of every class seem way too high to me, since everyone starts with not a lot of stuff. The Mutant is easily the best class in it, but the others are neat as well, as are the extra Race options further in the book. The Compendium Classes are interesting, and the extra gear is cool, too. My biggest problem with the book is easily that this means Inverse World isn't going to be the first printed Dungeon World supplement.

vvvvv no way, I can blame Mikan too.

gnome7 fucked around with this message at 20:29 on Mar 30, 2013

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

gnome7 posted:

gnome7 posted:

Mikan and I are co-authoring a third party dungeon world book! The original Dungeon World is a bit too locked into generic fantasy, so we decided to write a book all about making Dungeon World a bit more fantastic in how it treats fantasy. I've posted one preview in this thread already, and Mikan posted a preview on his G+ account. I'll just compile those previews here for people to look at:

The Lantern
Mikan's setting post
Some merfolk I drew for Inverse World, Merfolk being the predominate race of the setting.

Everyone remember this? Me too. Have another preview: The Survivor.

Another Inverse World preview, coming your way! This week's preview is The Sky Dancer. Flight's always been a major fantasy staple, but it's never really been well represented in the tradgaming genre. So we decided to do something about that - the Sky Dancer, a class all about flying.

The exciting thing about this week's preview is we're holding a vote on which class to preview next! Vote in the link above. Your options are Spiderman, Captain Jack Sparrow, and Samus Aran.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??
So I made another thing. That thing is The Witch. Heavily inspired Harry Potter, Kiki's Delivery Service, Marisa Kirisame, and probably every other witch in the past 15 years of fantasy media, this class flies on a broom, brews up potions, and shoots magic at things, only sometimes in that order. Also you can beat people up with a broomstick made of lightning by level 2. I'll be putting this on DTRPG once I get art and give it a couple editing runs. Feedback is definitely appreciated in the meantime!


help someone stop me I can't stop making dungeon world content I have no self control

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

Okasvi posted:

Isn't combat teleportation a trick psychic melee types often use? The psychic warrior seems to already focus heavily on mobility so why not go the whole hog. Combat precognition is another thing that would be really cool and appropriate. Autohypnosis to ignore wounds and debilities or to stimulate self regeneration or to otherwise push beyond human capabilities? Rending spacetime with a weapon? Punching souls out of their bodies?

Just tossing some random ideas out there.

I like all of these ideas, make some moves for these.

I agree with Lemon that it should probably be a d8/8HP class. I also don't really like the name Psychic Warrior, it is terrible. Soulknife or Soulblade wouldn't be bad, especially with their coolest move letting them alter range tags and produce weapons from nothing if unarmed.

I feel like you should remove "you take an unexpected route or path of action" from Perfection in Form. More options on that move actually weakens it, since you pick only a couple options and the implication is you can't do an option you didn't pick. "an unexpected route or path" seems like it would be the fiction behind some of the other options - let the "how did you do it" come about in play.

I really don't like Enlightened Strike as a move. It is a +WIS Hack & Slash, with a slight edge over Hack & Slash with the choices. It just strikes me as kind of mediocre. Maybe a change in trigger and terms would help:

Enlightened Strike rewrite posted:

When you deal your damage in melee combat, you may roll +WIS. On a 10+, choose two. On a 7-9, choose one, but you leave yourself open - choose one for them to use on you. On a 6-, the GM chooses one to use on you:
You create an advantage or expose a weakness, +1 forward to you or an ally acting on it
You redirect their attention or movement to your advantage
You impress or dismay your opponent
You take hold of something they have or want

Enlightened Shot would only need to read, then, "You may use Enlightened Strike when you deal damage in ranged combat."

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.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

Lemon Curdistan posted:

What are the things Indiana Jones does, aside from being a dick, being afraid of snakes and somehow surviving all the traps? I can't really think of anything that wouldn't just be a Thief.

Or Dashing Hero.

I just wrote up this move last night for Inverse World, it could fit with your Indiana Jones:

Hangman's Noose Whip Tricks
When you throw a rope or grappling hook at use a whip to catch something in Near or Far Reach range, the rope or hook whip will always catch exactly where you wanted it to. It will never come loose unless you allow it or the rope is cut.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

Lemon Curdistan posted:

The thing with the Sky Dancer's flying is that Inverse World isn't the same setting as Dungeon World; it's a setting in which flying is the default transport option. Adding flying to DW, especially unlimited flying, breaks DW.


Well, the bigger problem is that I still designed the Sky Dancer around working in a normal dungeon world context. The class flies, yes, but flying anywhere provokes a roll. There might be something waiting for you, or your landing is a crash, or it takes a while to get there - flying is not risk free even in the class built around flying everywhere. Defying Gravity doesn't have a roll involved. I'd recommend looking at The Witch's Broomstick move for a "flying in a class that doesn't have it as their Main Thing" move. However, I think the Drider's Jumping Spider racial option would probably work a lot better for the flavor you want.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

TombsGrave posted:

I think I'm the only person in this thread who prefers "Psychic Warrior" to "Soulknife," and that weirds me out a bit.

Here's the Psychic Hitting Things Guy Name To Be Determined with some updated and removed moves! A couple moves are suggestions from forumsgoer Zemyla. It seems that I can no longer put words together coherently, so I'll get back to workin' on it tomorrow.

And thanks for the link, That Rough Beast! I'll look it over and do some more thinking 'til I get what I want out of it more in shape. The thread has been a great help so far!

Sharp Thoughts is missing a sentence in there. "You create a bladed weapon with those range tags" or "your mind becomes a weapon with those range tags" or something. And, personally, I think it'd be cool if it also gave the Messy tag, since slicing through dudes with your mind sounds about what I'd expect from a psychic warrior. So maybe a final version like this:

Sharp Thoughts posted:

When you enter a warrior's trance, choose two range tags: hand, close, or near. You create a bladed weapon of mental energy with those tags and the Messy tag. The weapon persists until you cease concentration or something breaks it.

Slipstream Step needs a bit of rewording. With the way it's currently worded, it sounds like you only get to use the move when you get that 10+ on Defy Danger from Ether Step. Rewrite:

Slipstream Step posted:

When you take a step behind reality, choose a spot within Near range and roll+Wis. *On a 10+, both. *On a 7-9, choose one. *On a 6-, the teleport went wrong--you're exposed to danger or partially stuck in an object.
You don't draw attention to yourself.
You show up in exactly the chosen spot.

I am not sure Soulforged Blade is a meaningful advance. What does being magical get your blade? I think a lot of GMs would already consider it magical, as it was. Consider modeling it after the Psion's move that improves their telekinesis, which gives you some tags and you choose one to perma-add to the move. Elemental (Fire)/(Ice)/(Electric), Piercing 2, and Forceful would be a good set of options.

My Dreams are Visions and Biofeedback Trance are both cool and original, I like them a lot.

Is War Titan permanent, or something you can turn on and off? I was assuming the latter, but upon re-reading the move, I am not really sure anymore.

I'd remove the +2 forward option Warrior's Precognition. +2 forward is a really big boost. Choosing between +1 forward, +1d4 damage forward, or +1d4 armor forward is a good enough set of choices. Battle Meditation's damage/armor bonuses should be +1d6 instead of +1d8 - the move is already very flexible, being fully on par with the biggest damage boosts in the game is a bit much, I think.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

InfiniteJesters posted:

N-n-n-necro'ing, sorta!


Alice and Kirisame in the names list, but no Patchouli or Hijiri? For shame, sir!

On a more serious note, I'm guessing the elemental tag from Witch's Craft doesn't count towards the amount of tags you get to choose from for Black Magic, right? Just wanted to be clear on the wording.

Yeah, sentrygun has it right. The tag you get from Witch's Craft is merely added to the list of options. Not every Black Magic spell a Wicked Witch casts is a fireball, just the ones you want to set people on fire with.

Also, as for names, I try not to pull too many from the same source if I can help it. There are a lot of good witch names to pull from.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??
Since someone on the G+ page was asking for CC templates, I decided to upload the one I've been using, for the few CC's I have put together in the past: http://www.mediafire.com/?5uuzcoltiv8jnmf

You'll need Inkscape to mess with it, but Inkscape is available for free, so there you go. Fonts used are Minion Pro and Copperplate Gothic Light.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??
A big one I see a lot of people asking about is how many moves to give a class.

Starting Moves: You want to give the class 4 or 5 things to do. Sometimes you do not need 4 or 5 moves to do this - you should have 3-5 moves. The starting moves heavily define how the class does things, so make sure they are flavorful and cool. At least one of them should relate to combat in some way, and at least one of them should relate to non-combat in some way, usually social or exploration things.

Advances: You want about twenty advances as a cap, 19 or 18 is fine. Usually you'll go for an even split, 10-10, but if you have to imbalance it, imbalance it in favor of the 2-5 advances, because you can take additional 2-5 advances at levels 6-10. For Multiclass moves, you usually want between 1 and 3 of them, and most classes will have one 2-5 and one 6-10 advance move. New innovations in Multiclass technology favor two different approaches, over the previous Multiclass Dabbler and Specific Options method (such as "Gain a move from the Thief class list").

Worldly
Gain a move from any playbook not being used by another player.
Worldly is a very interesting move because it keeps niche protection intact, but does not limit the character in any way. Generalist characters like The Noble and The Survivor really like this multiclass move.


Specialized Dabbler
Gain a move from any playbook. Choose this move as if you were one level lower than you are, unless _____
Where the Unless is something like "it is a move from the Thief or Ranger" or "that move is magic-based". It gives you a slight boost for choosing moves that fit the niche your class fits in, but doesn't discourage any crazy creative idea you have in mind.


I could probably write a megapost about class design from all the stuff I've made, but I will save that for after Inverse World is published, because I have done a ton of new things with that.

gnome7 fucked around with this message at 22:36 on Apr 7, 2013

gnome7
Oct 21, 2010

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That Rough Beast posted:

There will be some repeat statements in here.

The absolute most important thing going in is concept. You need an idea of the archetype you want to evoke, and it shouldn't be one that's already covered in the core material. That said, you'll need around 20 moves, as others have said, plus the alignment and racials. You'll probably want to pick one primary stat to key the moves from, as well as a secondary for the rest. At the most you can probably manage three important stats, with the players picking from alternate move options. Any more than this and you're probably wasting people's time. The Bard suffers from a bit of this, as it's obviously meant to use Cha and Dex and then you have something like Metal Hurlant which uses Con.

quote:

Maybe the best thing is just to jump in, playtest, and get opinions. For the record, operating from these principles, you'll also find that the original playbooks are far from perfect.*

*My theory is that the Fighter was probably the first, it's one of the worst and also very Apocalypse Worldy.

Yeah, this is definitely something I've noticed - I think a lot of the playbooks we've been making in these threads are much better designed than the core ones are. I'd rather take a Gladiator or Initiate over a Fighter any day. We've made a lot of really cool things here, and the original playbooks are starting to lose their shine, to me at least.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

Overemotional Robot posted:

Hmm, maybe it was something else I was looking at then. It's driving me crazy not knowing, though. Also someone in this thread was working on a class that was basically a mech pilot? I can't find it now, though.

You can't find it because I deleted it :ssh:

See, the class you are thinking of was The Mechanic, and it is this week's Inverse World preview! I am trying out a new kind of format for the previews for classes - with this preview, you will be able to play a Mechanic all the way up to level 9! Of course, you can only do it by taking the exact advances I laid out, but those advances will build you Coop from Megas XLR so why wouldn't you?

In addition, this week's preview introduces Hazards, which are something I think everyone's thought about but no one's codified stats for before now. See, Hazards are those things that get in your way that you need to deal with, like trapped rooms, weather hazards, and puzzle challenges. We wrote them up as monsters - no HP, no armor, but with their own instincts they follow and their own moves they can make, which should allow these hazards to function and react to the players as dynamically as a dungeon world monster does. Mikan wrote up an example hazard, here:

Mikan posted:

Gravity Twist Magical
Slam (d6 damage)

Sola pulls us in, wants to keep us in its embrace. But sometimes Sola gets real upset, real angry at itself, and it pushes us away just as hard. That’s when the islands get out of orbit for a while. That’s when the clouds struggle to stay by their parent’s side. That’s when we fall up to the sky, and come slamming back down. Instinct: To push away

* Knock the islands out of orbit, just long enough to miss the jump
* Toss a person just in reach of something to grab onto
* Reverse, slamming everything to the ground

In addition, I've updated most of our previous previews to also be playable, like The Mechanic is. Sadly, The Sky Dancer doesn't have a playable preview version yet, because I haven't finished writing advances for it just yet. You can find our previous Inverse World content here:

Inverse World Stuff posted:


The Lantern Preview - fully playable! This series of advances will build you a jack-of-all-trades mage knight.
The Mechanic Preview - fully playable! This series of advances will build you a highly destructive mecha pilot with all the weapons.
The Sky Dancer Preview
The Survivor Preview - fully playable! This series of advances will build you a warrior whose opponents are already dead.
Setting and Mythos Preview

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??
It's not that it is "bad," just "boring." Merciless is extremely mechanically effective, perhaps almost too much so. You get free extra damage, forever, and a fairly good amount of it! It's just kind of boring is all. I don't like writing moves like Merciless without adding some kind of trigger. I'd be a lot happier with Merciless if it said "When you attack someone with killing intent, deal +1d4 damage" or something. Even if the trigger is something you'll basically always do, it'd be nice to have one. That specific trigger would especially help Merciless, since it means you'd only get the bonus damage when you're actually being merciless, and not every time you hurt a dude. Sometimes you don't want to kill people, and being able to turn off the +damage would help.

For an ACTUALLY bad move, look at Scent of Blood, also in the Fighter. It is almost identical to Merciless, except it has a trigger that requires you to have already damaged the enemy, and it only gives you the bonus damage on your next attack against them. This is in a class with 1d10 damage and Merciless in a system where an average enemy has about 6 HP. If you've already hurt an enemy and they've lived, another blow will probably kill them anyway, even without the bonus from Scent of Blood. It is a trap choice in a system that is almost entirely lacking in trap choices, and it disappoints me that it didn't get replaced in editing for something better.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??
It's a little later than I would have liked due to art delays, but man I am so happy with the cover art I ended up with that I don't even care.

The Witch is now available for sale! There is also a preview edition within the link that takes you up through level 9, if you want to look before you buy. Enjoy!

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

TombsGrave posted:

Things I have done: felt warm and fuzzy at tales of the Psion and its moves in the wild, purchased the Witch class, and gotten up to version 7 of the Slipstream Warrior! I've got ten 2-5 moves and ten 6-10 moves, and made an attempt at some race moves and less martial-arts-y alignments! On the other hand the human race move is martial-arts-school-y so man, whatever.

I'm feeling pretty good about the moves list right now, pending critique. There's only three starting moves but they feel pretty flexible and satisfying, so I think I'm alright with it.

As before, I'll save the names for last, though it struck me whilst walking my dog that "Chell" should be a name for human slipstream warriors.

This looks particularly good! The only thing I'm noticing is that the human move seems a bit too oddly specific. I don't have a clue what else to suggest in its place, but everything else is looking good to me.


Kai Tave posted:

That cover is pretty friggin' sweet. That's one copy you've just sold.

I love the cover art so much. Thanks, to both of you!

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

TombsGrave posted:

I think I've just got the human racial move for Slipstream Warrior.

"When you use Slipstream Step to appear within Reach range or closer, take the 10+ result."

Simple, highly useful, but not so useful as to be a gamebreaker... hopefully. If we've got a human racial move, then I'll write up some names and the Slipstream Warrior will be done!

I think I like that one, yeah. It gives that option the freedom to go crazy with teleporting, but only very short distances. Put it up on gdocs or mediafire and I will put a link to it in the content post! Unless you want to hold off until you have an entire psionics' class book, of course.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??
The next Inverse World preview is a couple days away, but I did say when I had the Sky Dancer done, I would have a preview up as soon as was reasonable. Well, here you go!

Inverse World Stuff posted:


The Lantern Preview - fully playable! This series of advances will build you a jack-of-all-trades mage knight.
The Mechanic Preview - fully playable! This series of advances will build you a highly destructive mecha pilot with all the weapons.
The Sky Dancer Preview - fully playable! This series of advances will build you a magical flying mailkeeper. Yes, really.
The Survivor Preview - fully playable! This series of advances will build you a warrior whose opponents are already dead.
Setting and Mythos Preview


With this, all 6 classes for Inverse World have been completely finished, although some editing will probably need to happen. The Walker and The Captain will be added to this list after Mikan previews them - the Walker is this week's upcoming preview on Monday, The Captain is next week's preview, and then after that we'll probably preview monsters while waiting on art and publishing things as we send this book off to get done. Have a look-see, and feel free to start playing with any of these classes here in your dungeon world games!

gnome7 fucked around with this message at 21:22 on Apr 18, 2013

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

TalonDemonKing posted:

The survivor seems to be missing moves?

They all are. These previews only give 8 of the 20 advances each class has.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

Talkc posted:

I love Sky Dancer so so so much from the preview. It seems to evoke a TLOZ: Wind Waker meets Avatar: The Last Airbender ( Edit: and Legend of Korra ) feel.

I can't wait for the full stuff.

You know, in retrospect, that is a way better direction to take it than I had been going. The Mailkeeper stuff, I think, works better as a compendium class. The Sky Dancer is now equal parts Scout, Sky Warrior, and Weather Mage, and the preview is focused on the Weather Magic route.

Inverse World Stuff posted:


The Lantern Preview - fully playable! This series of advances will build you a jack-of-all-trades mage knight.
The Mechanic Preview - fully playable! This series of advances will build you a highly destructive mecha pilot with all the weapons.
The Sky Dancer Preview - fully playable! This series of advances will build you a flying weathermancer.
The Survivor Preview - fully playable! This series of advances will build you a warrior whose opponents are already dead.
Setting and Mythos Preview

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gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

TalonDemonKing posted:

Dungeon world Wizard: Are you supposed to come up with your own spells?

There is a spell list! The Wizard and Cleric continue D&D's fine tradition of having more pages of character sheet than everyone else - they both have a Spell List you also need to read.

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