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Aviv Manoach (Icel)
Game designer, web designer, digital artist, blogger and marketing professional; writer and publisher of roleplaying games.
Game designer, web designer, digital artist, blogger and marketing professional; writer and publisher of roleplaying games.
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Hello folks.
Next week I'm going to run an introductory game of Masks at a convention. This game will include character and team creation process followed by an action scene or two. This is not intended to be a full one-shot adventure.

I'd love to hear if you have any tips for introducing new people to Masks, and general Masks GMing advice.

Cheers.

I need ideas for power for a magical sword the group just got. It has a significance for the story, being an "anchor" for the boundaries between the physical and spiritual world, but will also be used by our Paladin in combat.

So far the only thing they know about it is that special property and the fact that it's lighter than a normal sword (1 weight instead of 2). I don't want its power to be damage related since the paladin already does a lot of damage from all of their moves.

One idea I had is giving it a sort of "dancing blade" power to act by itself.

Thoughts?

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So about two weeks ago, in game time, my party was at a city called Whitestone, where the town guard asked them to help scout on a group of brigands causing trouble in the area. The party rejected the job since they had a dangerous McGaffin they wanted to return to its rightful owners.

Fast forward to the present, the "brigands front" have advanced, and Whitestone has fallen! The party got a message telling them to meet what remains of the city guard in another town.

In today session we got to the town, met the survives and learned what happens to the city (apparently the brigands worship some dark and crazy new god!). Next session there going to be the assault on Whitestone, in hopes of taking the city back and stopping the brigands from sacrificing a lot of people.

What I want to do is give each party member an opportunity to influence this assault. We have a Paladin - with a Quest to find the brigands leader and defeat their dark god(ess); Shaman (Grim World); Druid; Cleric; and a Bard.

The druid already suggested using Eyes of the Tiger to spy on the enemy in the city.

Thoughts?

Heya folks!

One of my players play the Shaman from Grim World, and the last session he acquired a "spirit of growth and decay" after the party fought a corrupted version of the spirit.

I'm looking for ideas for the effect the spirit's release from their totem will have. I imagine it should play on the dual nature of the spirit, life and death, having something grow and flourish or become decaying and dying.

Thoughts?

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Working on the new Vanor Adventure Roleplaying revised edition, featuring a fresh design in full color.
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Get Vanor: Adventure Roleplay (Hebrew) on DriveThruRPG.com

I need inspiration...

Sometime ago in my campaign, the Thief was almost killed but succeeded on their Last Breath roll - with a price. They saw a vision of an avatar of their god, instructing them on a mission to repay the debt. This quest is going to end in the next couple of sessions.

The Thief is also in the possession of a intelligent, somewhat cursed crown, a key item for the current adventure. After the events of this adventure are concluded - at which point the Thief's divine mission will also be completed - I want to give them a useful magical item. As we treated the crown as a treasure already, and I think it is appropriate for the Thief to get something after having to leave the crown.

So as the Thief worship the god of humans, a god of fire and war, and the campaign had a strong fiery theme surrounding this god's followers, I thought about giving the Thief an Ember Heart - which may literally replace their heart. It is also a symbol of the second life the character got from their deity.

Problem is, I have no idea what power or unique move to give this magical gift...

Your help will be appreciated.

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Progressing on my vision of #DarkestDungeonWorld , which is ending up being a somewhat deeper hack than some might want (I'm now working with different Stats), but I decided to start rewriting the basic moves and further solidify the wording of new moves I've been thinking about. 

I've made some clarifying comments on many of them, and note which are definitely works in progress, and I think its in a state where I could use some feedback.

https://docs.google.com/document/d/1VNyyxwDeJ7BQ5rUtw-0EzdU09GP2phXkR9z_bEuF7UQ/edit?usp=sharing

Also, here is the Character Sheet I’m working on: https://docs.google.com/document/d/1pJJd4E1LM_qD0qSrswIylzQm8C-_9yE8eTry-RpznpI/edit?usp=sharing

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Hey folks, just wanted to drop a quick word.
In 2013 I published a Hebrew adaptation of Dungeon World in Israel, called Vanor Adventure Roleplaying. Some of you may remember the art and stuff I shared from it.

In the last year or so, I've been working on a adventure card game set in that same campaign setting and once again adapting Dungeon World, although this time a bit more loosely.
It's called Champions of Fate and we just started playtesting it last week, with the hopes of hitting Kickstarter later this year.

I don't want to be too off-topic on this group, so if you'd like to be kept up to date with it's development, checkout the website and Facebook page.

Cheers.

vanorgames.com
facebook.com/Vanor.GamesToAmaze
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