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Cameron Burns
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RPG hacker of middling competency
RPG hacker of middling competency

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For those of you who were keeping an eye on Worlds of Adventure, I wanted to share the news.
With the prophesied death of Google Plus, now seemed like the time for me to make some announcements.

Firstly, we'll be moving over to MeWe:
https://www.mewe.com/join/worlds_of_adventure
Not because I particularly like it, but because it seems to be the place where many of us G+ folks are moving to. There, you'll find a link to a new Trello board containing all the content I've been working on for the last year for Worlds of Adventure v0.3.
If you'd rather not join any new social media platforms you can, as always, find me and the project on the Dungeon World Discord too.

Secondly, I'm going to branch this project. The new rules are a drastic departure from Dungeon World. I know that many people liked Worlds of Adventure because it compiled many of DW's best hacks and supplements, and there's value in that. I'll be updating Worlds of Adventure to accommodate you.

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With the prophesied death of Google Plus, now seemed like the time for me to make some announcements.

Firstly, we'll be moving over to MeWe:
https://www.mewe.com/join/worlds_of_adventure
Not because I particularly like it, but because it seems to be the place where many of us G+ folks are moving to. There, you'll find a link to a new Trello board containing all the content I've been working on for the last year for Worlds of Adventure v0.3.
If you'd rather not join any new social media platforms you can, as always, find me and the project on the Dungeon World Discord too.

Secondly, I'm going to branch this project. The new rules are a drastic departure from Dungeon World. I know that many people liked Worlds of Adventure because it compiled many of DW's best hacks and supplements, and there's value in that. I'll be updating Worlds of Adventure to accommodate you.

Howdy all!
This channel has been rather quiet lately, so let me start off with some information regarding v0.3. I'd have updated you folks sooner since the project's largely my responsibility, but I've had other obligations that required my attention and I wanted some proper news to show you folks.

So, here's some of the stuff that's currently implemented:
- We're modifying Drives to have a Key-style "when you act in contrast to one of your drives, mark XP and replace it with another" counter-function. This provides incentive for players to let their characters grow out of old habits or change their ways.
- We're merging Strength and Constitution. While Con certainly had its uses, it was mostly a passive stat that wasn't very interesting or deep on its own. This should fix that.
- We're looking into replacing Bonds with more traditional PbtA-style Introductions - questions between the players (and GM) to determine relationships and world details. We'll be adding some extra meat to the Make Camp and/or End of Session moves to promote growth in a similar (but hopefully more organic) way as Bonds did.
- We've brought over the Thangs system from Spirit of '77 as a way to organise and provide access to non-playbook-specific moves, of a sort. Stuff like Followers, or a tweaked version of the Reputation move.

And here's some of the stuff that we're looking into, but haven't figured out quite how to implement in their entirety.
- Less extraneous bookkeeping. For one, either removing Rations and Ammo or unifying them under a "Supplies" mechanic alongside Adventuring Gear. For another, replacing Coin with Wealth, which will work similarly to Barter from Apocalypse World and co.
- How to handle Dex-based melee combat moving forward. While the Precise tag is nice, it's a little fiddly to apply to each weapon individually, with a fair few corner-cases cropping up; perhaps the ability should just be a playbook move instead?
- We might rename or shuffle about the other stats - the mental stats in particular - but we haven't found a grouping that really plays all that nicely with the current class lineup.
- Descriptive damage as a replacement for rolled damage dice. While rolling damage does make combat unpredictable, I find that it really messes with the flow of combat in games, even with the smaller (but more reliable) damage dice of Worlds of Adventure. I think a mechanic similar to the Descriptive Damage Hack for Dungeon World (https://bit.ly/2M8pLvl) could be a meaningful and functional replacement for rolling damage dice; after all, the combat move involved already determines its effectiveness.

Your input on any of these points is, as always, welcome and appreciated.

On Discern Realities
Heya everyone, I've been having some thoughts about our resident Read a Scene move, and I'm looking for some insight.

Recently I've started thinking about how often I get to use it in my games and about the questions it offers - the first two in particular. Basically, they feel like they're a little at-odds with how I naturally present scenes in my games, regardless of system.

Let's use the example of a dingy tavern, full of scum and unpleasant folk. My players Discern Realities to look about the place and they ask "What happened here recently?", so I tell 'em about how it looks like there's just been a barfight - people are still picking up shards of broken bottle off the floor.

But isn't that kind of information the sort I'd just tell the players anyhow? After all, I'm looking to Say What Honesty Demands (not a GM Principle in Dungeon World, but both implied and explicitly referred to) and heck, that seems like a perfect way to Reveal an Unwelcome truth (a GM move) and show the players just how unpleasant the tavern is. Even if the players are looking to investigate a mystery or suchlike, wouldn't "What here is useful to me?" be a more appropriate question there? They already know what happened there - that's how they know there's something of import to Discern Realities in the first place!

"What is about to happen?" seems to run into that same issue. It seems like it fills the same role as "What should I be on the lookout for?", just with a focus on the future rather than the present - but I'm not sure if I've ever had a situation in one of my games where that distinction was ever important. It's also something that I feel like I'd generally cover with a GM move - maybe Revealing an Unwelcome Truth, maybe not.

Am I making sense, or have I gone mad? Help me, Dungeon World Tavern.

What is your favourite Fighter-like playbook?

You know the kind I mean. Largely mundane, but still exemplary. A lot of the ones I've seen put the focus on their sheer strength, or on numbers, or on just being good at combat - but that's so boring! Do you have any personal favourites, Tavern-goers?

Has anyone seen a Barbarian with the Indestructible Hunger move? How often did they use it?

I wonder if the -1 Ongoing might be a bit severe depending on their appetites.

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The Fluxcaster

+Yochai Gal and I have been experimenting with an alternate spellcasting system for WoA v0.3 and we'd like to get your input. The Fluxcaster is a specialist in certain fields of magic; for each Arcane Discipline he knows, he learns additional Cantrips (at-will magical effects) and a new move (a spell or magical ability).

We've used the Wizard as a chassis for what we'd like feedback on (the Cantrip and Arcane Discipline mechanics), so the name, drive, bonds, backgrounds, gear, and advanced moves (with the exception of the Archmage move) are nothing new. Tell us what you think!
The Fluxcaster
The Fluxcaster
docs.google.com

Moving Away From the Six Stats

I'm curious about what people think about the six stats of Dungeon World. You know the ones - Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. We inherited them from Dungeons and Dragons, and for fair reason; it lessens the leap from DnD to DW, it makes things feel familiar.

But lately I've been wondering whether they're worth keeping. Constitution, for example, is rather criminally underused. The slight overlap between Intelligence and Wisdom is occasionally an issue. Sometimes moves seem like they belong to multiple stats, or it's a stretch to apply it to a stat at all. I'd like to know what you folks think.

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With input from +Yochai Gal and a few other members in the community, I'd like to present a mockup of some alternate takes on Load, Rations, and Coin.

Generally, the consensus about these subjects in Dungeon World (and Worlds of Adventure) is that they aren't always relevant or necessary, or that they bog the game down in too much busywork for little reward. In the interests of hearing more about your thoughts and what does and doesn't work, we'd like to hear what you think!

In a few weeks, I'd like to make an update to the rules of Worlds of Adventure. Make some adjustments, add some things.

I know what I'd like to change or add - but what about you? What has, or hasn't, worked for you? I understand there are some people playtesting the game, here and now, but I'd love to hear some specific feedback!
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