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Fred Bednarski
A geeky gentleman and a scholar born on a geek pride day.
A geeky gentleman and a scholar born on a geek pride day.

Fred's posts

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Hi. Long time Lurker, first time poster.

After playing some DW and writing few bits for the the gauntlet codex, I have decided to make a series of small supplements for DW, each about some particular topic from a weird/dark fantasy world. The first one is about the Skree, a formless god-like being of secret knowledge and rats (who act as its "eyes"). I want to include a companion class to go with it. I was wondering if you can look over what I have and see if it is interesting to play?

Any feedback is welcome, but I am mostly concerned about the playability.
*Could you see yourself or one of your fellow players pursuing this class?
*Are the powers over/underpowered?
*Is there anything missing from this class? (I know there is not much fluff yet, but just assume that the disciple is a part of a kinda hive-mind intelligence/being that doesn't interfere much with everyday's life of its "children.")
Thanks in advance.

Thoughts on using Beyond the Wall in Dungeon World.

After listening to episode 66 of The Gauntlet, I picked up "Beyond the Wall and Other Adventures" to check out how the game approached the local (as in non-travel based) adventures. I am not an OSR player, but I do use a lot of stuff from OSR games in Dungeon World. And this game has loads of great stuff that I can use in DW. I was so impressed that I picked up the supplements.

First is the character generation. It is a lifepath system that generates standard D&D attributes. It is a quick take on lifepaths with only few tables to roll on after you choose your "playbook" which is a general description of what you did before the character started adventuring (things like self taught mage, or a new town guard) I am definitely planning on tweaking it to use in DW.

The character generation feeds world building, as the players are building their home village/town as their are building their characters. In roughly every other step of char gen, you add a location or an NPC to the town. This makes the base town feel much more alive and close to the characters.

Then you have the scenario packs, that take from the narrative created earlier (PCs, NPCs, locations and items) and generate a simple plot. Then it adds some random tables for events that can take place during the adventure.

All together it makes for a great zero-prep game that plays a little differently than your traditional adventuring party, going from place to place.

If you want to add some OSR to your Dungeon World, you should definitely check Beyond the Wall. I am actually so impressed that I am thinking of making a "local adventures" supplement for DW with lifepaths and hometown generator.

So, I have decided to enter the #200WordRPG contest after missing it last year. I have made a collaborative, push-your-luck monster creation "game" I am not sure if it should be a RPG or is it more of a supplement/tool. What do you guys think?

Liber Monstri

You are scholars writing a guide to monsters. You have travelled for months collecting rumors about different beasts. Now, you meet again to write up your findings.

Rumors: on scraps of paper write monster aspects: looks, abilities, origins, weakness, etc. Combined, all players should have at least 30 rumors. Mix them into single pile.

On your turn draw a rumor. Narrate it, recount the tale of the person who encountered the monster. Put the rumor in the center of the table. Play continues clockwise.

All new information should build on what is already established. Contradicting information needs to explained. Other players vote, majority wins. If vote is against you, the monster is proven not real. Discard all the current rumors. Next player starts a new monster.

After narrating you can declare the monster complete by naming it. Collect all the current rumors and put them in front of you. Next player starts a new monster.

After the rumor pile is empty, roll a d10 for each  monster in front of you. Roll equal or lower than the number of rumors in this monster to score a point. Most points wins.

Feel free to write down and share your creations. #LiberMonstri


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I made a RPG inspired art thingy and I am curious what RPG people think about it...

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Another day, another, long overdue, fan creation review!

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In my slow attempt to revive my blog (curse you real life!) I am reviewing another fan supplement...

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So, I listened to Wild Die Podcast...

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Slowly coming back to blogging and catching up on some unfinished Savage Worlds projects...


I am getting very excited by my game, but I have run into a speedbump: cards.

Is there any simple and free software for making cards? 


Work kinda slowed me down, but I finally got the solid base for my game:

The Dragonfly Path is a narrative game for three or more players. One player takes the role of a tribal pilgrim, traveling through unfamiliar lands to reach the fabled dragonfly shrine. The other players are the gods worshiped by the tribe. They are overseeing, guiding and testing the pilgrim on their journey, but also competing among each other for the tribe’s favor. The game combines elements of RPGs and board games in an attempt to introduce the players to each others’ hobby. The two kinds of players, pilgrim and gods, use a different sets of rules to explore the same story. Pilgrim mechanics take cues from roleplaying games, while the gods compete among themselves using a simple card game mechanic and generate the narrative in the process. 

Different Audience theme is expressed by people from two different, but close, cultures (roleplayers/storygamers and board gamers) coming together to play a single game. So not as much designing a game for an audience I am not familiar with, more two, different audiences playing the same game.

Dreams (as in "what I want to become", not sleepy time dreams) are important mechanic. Along the way, the gods will try to twist pilgrims dreams for points (from "I want to become a powerful warrior" to "bruised and crippled"). Any of the pilgrim's dreams that are not twisted, when they reach the dragonfly shrine, come true. The pilgrim has a choice between abandoning his dreams and and making their progress easier, or keeping them, but not getting gods' aid along the way. 

I know that the dragonfly ingredient is only used as a "seasoning" here. I am aiming for post apocalyptic tribal fantasy here, and I am not 100% sure the dragonfly fits. Should I leave it out?
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