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Mark Tygart

Adventures  - 
 
Dungeon Starter: Another sort of festival...
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George Gillam's profile photoBob Bersch's profile photo
2 comments
 
This looks fun to play. Hounds of Tinadalos were always among the most annoying of the mythos creatures cause it was so hard to strike back at them. I like your take on them as an intelligent race instead of a smart animal driven by odd drives.
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Scott Kellogg

Discussion  - 
 
I am going to run DW at the teen city of my local public library. Since it's summer, the group will be of manageable size (4-6). When school starts, however, that number might double.

Any ideas for strategies of dealing with such a large group? I was considering having new players be hirelings and only create new characters once a month. This will allow players who only want to sit in for a session to participate, but not disrupt the overall campaign. 
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Victor Diaz's profile photoScott Kellogg's profile photo
4 comments
 
Thanks for the feedback! We can't break off into smaller groups, because there is only one play area. Bringing on new PCs as hirelings employed by a full PC is a great idea. I'll try it and see what happens. Play to discover.
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Mark Tygart

Adventures  - 
 
A New Lovecraft Mythos Dungeon Starter:
Are you ready for the Red Hour?
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Jonathan Beverley's profile photoMark Tygart's profile photo
2 comments
 
+Jonathan Beverley Your welcome!
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Fronts + Planarch Codex
Starting a Planarch Codex game, and I'd love some guidance here. I'm pretty sure the city of Dis itself is a campaign front, but how much else should I prepare? I've been thinking that just rolling on the job table might be better than coming up with adventure fronts. Should I be thinking of adventure fronts for parishes and planes? Factions in the city? Or maybe something else entirely?
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William Nichols's profile photojames day's profile photo
7 comments
 
Yes and Fronts are not set in stone either...nor is there grim portents. You can basically change them depending on where the story actually goes
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George Gillam

Miscellaneous Resources  - 
 
So I'm creating these random locations for my adventurers to come across in their travels. My plan is to create enough so they can draw them randomly from a deck. I've made them descriptive enough to capture my players' imagination, but I've stopped short of creating pre-set encounters. This way I can do what the story demands with them, or the players can even provide me with ideas. I plan on making a ton more and posting them to my blog https://calligraphyandcartography.wordpress.com/. Does anyone else do stuff like this in their game? Also, would the community be interested in seeing more?
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George Gillam's profile photoDave Rezak's profile photoMike Nolte's profile photo
26 comments
 
+Ari Black
Maybe in a month or two I will think about setting up a Patreon. But for now I just want to make sure I can keep creating content at the rate I want to.
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Matt Horam

Miscellaneous Resources  - 
 
Has anyone attempted blurbs for the Barbarian and Immolator in the style of the core rulebook? Asking for a friend. Again.
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John Stephens's profile photo
 
I'll be the friend on behalf of whom +Matt Horam asks—I've been curious about the same thing.
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james day

Discussion  - 
 
Does anyone else allow levelling up at the end of the session? I know the rules say to level up when you rest but I always feel its fair to give them at the end of the session because they get xp and it usually makes them happy. But I might be taking out something when I do this.

What do others think?
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Chris Rouillard's profile photoJustus Goldstein-Shirley's profile photo
6 comments
 
Yep, I do that too. Gives them a whole week to decide on what move they're taking, and we don't have to wait around for them to decide and update their sheet.
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Sir Savage

Miscellaneous Resources  - 
 
The updated equipment list I've been using with my group.

Long Bow = near, far, +1 damage, awkward 100c/2w 
Arbalest & windlass = near, far, +1 damage, reload, +2 piercing, awkward 90c/4w 
Stiff Dagger, Long Knife = hand, +2 piercing, precise 3c/1w 
Falchon, Pick, Morning Star = close, messy 10c/2w 
Scimitar/Bastard Sword = close, +2 piercing, finesse 50c/2w 
War Sword, Poleaxe = close, two handed, messy +1 damage 20c/3w 
Bardiche = close, two handed, forceful, messy, awkward +1 damage 23c/4w 
Lance = reach, awkward (couched), forceful when used from horseback 8c/3w 
Pike = near, 2 handed, awkward 7c/2w 
Great Sword = reach, 2 hnd, messy, awkward, +1 dmg 29c/5w 
Great Club/Maul = reach, 2h, forceful, awkward, +1 dmg 15c/5w 
 
Padded = +1 but does not protect against weapons with messy tag6c/0w 
Leather = +1 but does not protect against weapons with the forceful tag 8c/1w 
Mail +1 armor 20c/2w 
Scale/lamellar/Plate Mail = (mostly mail) +2 or +1 against forceful tagged weapons 25c/2w 
Brigandine/Half Plate = (mostly plate) +2 50c/3w 
Field Plate = +3, clumsy 350c/4w 
Full Plate = +4, clumsy, no stack w/shield (except for purposes of piercing) 500c/6w 
Helm = avoid stun on soft fails 7c/0w 
Great Helm = avoid stun on soft or hard fails 20c/1w 
 
Buckler = defends against hand and close weapons (forearm length in diameter) 6c/1w 
Target = defends against hand, close, and reach attacks (shoulder to hip) 8c/2w 
Kite = defends against hand, close, reach, and near attacks (chin to knee) 10c/3w 
Tower = defends against hand, close, reach, near, and far attacks (nose to toe) 14c/4w 
 
Crude = -1 piercing for weapons or breaks easily for armor. (on hard fails.) Half cost. 
Steel = +1 piercing for weapons or -1 weight for armor. Double cost 
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Peter Cobcroft's profile photoSir Savage's profile photo
2 comments
 
+Peter Cobcroft Good call! Now that you mention it I should also add that small or specifically infantry shields may be gripped by handle whereas large or shields meant primarily for cavalry are usually gripped by straps AND strapped to the arm.
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Flavius Chis

Discussion  - 
 
If you're a avid Facebook user, might as well jump on board on the DungeonWorld Facebook group!! :P

Link: https://www.facebook.com/groups/849838785113049/
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Mike Pureka's profile photoFlavius Chis's profile photo
2 comments
 
We'll stay in touch with Google+ and Reddit! :D
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TK Nyarlathotep

Discussion  - 
 
(Admins, feel free to delete if this isn't allowed)

The Patreon for my tabletop RPG setting “Empires of Fire and Steel”, a game of heroic ambition and heavy metal thunder has officially launched! The page is ever a work in progress, with a video, music, and more to come, plus anyone who signs up gets immediate access to the Setting Introduction, written by in-universe Leather Rebel Erica Sparks. Support for games will include Fate Core and Accelerated, Dungeon World, 13th Age, and more, so if you like metal and you like RPGs, this just might be the setting for you! Rock on, motor babies.
Patreon is empowering a new generation of creators. Support and engage with artists and creators as they live out their passions!
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Matthew Everhart's profile photoDaniel Campos's profile photo
 
\m/ \m/
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About this community

The place for talking about Dungeon World.

ModacTheMad

Discussion  - 
 
So, my group had to stop in the middle of an adventure and we are getting back together tonight, but one of the guys can't make it.  How do you  handle missing or rotating players?  Thanks.
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Peter J's profile photoJustin Ford's profile photo
11 comments
 
Helios: I wouldn't give them items but I don't see a problem with giving them XP. It should be a reward for role playing, after all.

And it's not hard to "de level" a character in DW, just have them start at base if its important to you.

Edit: and even items can be added if it's something like a secret weapon they are waiting to use till the big bad shows up.
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Jabes RPG

Discussion  - 
 
Inviting everyone to some play-by-post DW over at GamersPlane

http://gamersplane.com/games/84
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Paul Sheppard's profile photo
 
Looks like you got your players. Can people read the posts to follow along?
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Joe Bryant

Base Classes  - 
 
I saw this article that Sage posted a long while back, describing his take on what a Dungeon World "Monk" could possibly look like. Pardon if this has been asked before, but was this ever released in any official capacity? Some really great ideas here, and I'd love to see a character sheet!
(Cross-posted from the DW Forums. Discussion is probably more lively there.) This morning I accidentally woke up and designed the Monk for Dungeon World. So why is this post about the Battlemind? B...
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Helios Alatza's profile photoPeter J's profile photo
4 comments
Peter J
 
I like this idea somewhat better as a psychic warrior rather than a monk. But then, I'm a little biased, since I've already written a Monk playbook. 
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Mark Tygart

Adventures  - 
 
Dungeon Starter: Lovecraft, John Wick & Bob "Two Gun" Howard walk into a bar...
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Melissa Fisher

Adventures  - 
 
 
Finally got done with updating If These Stones Could Scream for the third, and hopefully last, time.

If you've already purchased it, then redownload it for the new version.

#dungeonworld  
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Liam Hayes

Discussion  - 
 
Hey, I've got a Druid question.

Do I make the druid roll damage when they use hold to attack someone? At the moment it seems as if the druid is overpowered if I let them instantly kill someone as a bear. I don't mind that, but it's starting to overshadow the other players.

Cheers
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Ian Bogert's profile photoAndy Hauge's profile photo
9 comments
 
Also, I don't feel you need to pre-define the effects of moves, either; you could write it simply as "you constrict an enemy with your body" and interpret the rest in light of the situation when it happens.
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Brian Vinciguerra

New Monsters  - 
 

Smuggler (Human) Group, Organized, Intelligent, Hoarder
Stab and Slash (b[2d8] damage) 6 HP 1 armor
Close, Near
Eyes gleaming with bloodlust, the man before you brandishes a broadsword and has a wicked looking knife on his hip. His fetid breath repels you, his unwashed body reeks with stench.

Instinct: Protect the cargo and defend the ship

Waylay the unsuspecting
Rally round the mast
Climb the mast and rigging
Brawl
http://codex.dungeon-world.com/monster/5664034091171840
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Matt Horam

Custom Moves  - 
 
Custom Move: Spell Mashup
When you combine spells, hold 1 catastrophe for each spell beyond the first. On a miss, the GM may spend catastrophes, 1 for 1, to list the ill effects of the mangled and incompatible spells.

This may also be applied to inversion of effects, improvised amplification of effects, and anytime the GM damn well pleases because MAGIC.
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Donald Schroyer

Discussion  - 
 
Ok, I have a question. The recruit a person move: how do I decide the moves of the character they recruit is? Wow that sounds vague. I know the party want to add a rogue to the group but noone wants to play them. So I am going to introduce a street Urchin I am sure the Paladin will want to raise right. But I am unsure want moves to give the little guy. Am I missing this is the book somewhere?? Is there some guidance?

Thanks in Advance.
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Marshall Brengle's profile photoMichael Barry's profile photo
6 comments
 
The Urchin could act as squire to the Paladin so if the Paladin falls, you have a new PC for that player to take on. 
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Matt Horam

Miscellaneous Resources  - 
 
(forgive the double-post of an old question)
I notice a symbols on the crest which doesn't appear in the book or sheets. I can't remember if it is an obsolete version of some base class icon...anyone remember?

Looks like USB Einstürzende Neubauten.
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Matt Horam's profile photo
 
Oh, wait - I think one of them is a stylised cleric cross. That just leaves the Einstürzende dude. Edited the original post.
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