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Colin Kierans

Discussion  - 
 
 
Episode 31 of Discern Realities is here! In this deluxe episode, we discuss all sorts of awesome things, plus announce the runners-up and winner of our Codex Keeper contest!

Cc: +David McGrogan +Colin Kierans

Enjoy!
iTunes: https://itunes.apple.com/us/podcast/discern-realities/id1066446775 RSS: http://discernrealities.libsyn.com/rss
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Colin Kierans's profile photo
 
If you aren't listening to this podcast yet I highly recommend it.

They talk about my project, Vin Moves, in this episode so I had to share it. You can see the site they talk about here: http://moves.vindexus.net
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mark downey

Magic Items  - 
 
Endis' Excellent Escape Chalk

An otherwise unassuming piece of chalk about the size of a pinky finger, this writing utensil bears a most potent enchantment. When used on a flat surface to draw a closed shape, this fantastic chalk will create a magical hole up to 16 inches deep. The surface returns to normal when the line is broken.

(3 Charges)
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Keith Lau

Discussion  - 
 
Quick question. I know this has probably been addressed numerous times but I can't seem to find anything on it.

When a player damages an enemy, does the surplus damage transfer to another enemy?

Like if the barbarian rolls a 10, wielding a 2-handed sword, and gets an 11, how many goblins bite the dust?

I've read through the book and can't seem to find the answer.
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james day's profile photoDan Bryant's profile photo
14 comments
 
I did this with my Barbarian last night when he was fighting a bunch of demon doggies. I figured it was only fair seeing as how, in a prior scene, his sword cleaved through the neck of a monster, slipped out of his grip and then cut into one of the other PCs. Granted, he was trying to swing his two-handed sword one-handed (his other arm was paralyzed) and got an 8 on a DD with STR to keep his grip, opting to continue the swing even though I told him he would lose control over it if he continued. :) [the PC did get a chance to dodge, but unfortunately did not.]

In any case, I had no regrets about letting his damage spill over in the later fight, as it really felt in line with the whole forceful, messy weapon thing.
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James Chambers

Actual Play  - 
 
 
Week 2 of Dungeon World, The party found the Lost City of Yuntish. @KattStrike @weefz @MrBoombati @JackZyre
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Robert Doe

Custom Moves  - 
 
Im thinking of some good enchantments to create with the Enchanter playbook. It uses a move which requires that you roll+stock. I have some in mind, but would like to see what the hive mind of our community can muster up. Ideas?
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Colin Kierans's profile photoMichael Mendoza's profile photo
9 comments
 
The Craft Enchantments move allows the enchanter to bestow magical effects on a mundane object. The player defines the effects (subject to GM approval of course).

Depending on the role, the enchantment may have weird limitations, other side effects, or possibly a curse.

The main limitation is the requirement of Stock, i.e. reagents that require hours of work to develop.

I liken the enchanter to a magical MacGuyver. :)

Another enchanter basic move, the Runic Weapon, enables an enchanter to spend Stock to bestow some standard combat-related bonuses on the enchanter's weapon.


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James Chambers

Hangouts Games  - 
 
Live with Chambers of Roleplay Week 2 @weefz @JackZyre @MrBoombati @KattStrike come support us at http://www.twitch.tv/jamescuk
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Scott Selvidge

Discussion  - 
 
I swear I have seen a link to the new playbooks in indesign format somewhere, but I can't seem to find them. Does anyone else know where they are located? 
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Robert Finamore's profile photoVictor Julio Hurtado's profile photo
11 comments
 
We (I) can make a template for a custom sheet design and we can all use that instead.
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David Jonasse

Discussion  - 
 
codex.dungeon-world.com is an amazing site that i've been using the past few days to make some monsters, but when i went to copy over my latest few for my game tomorrow, i noticed it was down, anyone has any idea what's up or who i can contact about this?
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Sage LaTorra's profile photoDavid Jonasse's profile photo
3 comments
 
That was quick, awesome! and it makes sense, the site is very useful :D

edit: seems to be working fine now, thanks (:
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J. Henning

Discussion  - 
 
How do you improv situations where the Players get to be clever? I'm a noobie GM and I have no idea how to put together puzzles and scenarios that let players show off their cleverness. Since one of my players said that's what they like, I'm going to try to accommodate. How do you do it on the fly? any advice is much appreciated!
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Robert Doe's profile photoAaron Griffin's profile photo
20 comments
 
My players' favorite "investigation" I ever ran totally wasn't an investigation at all. There was a drunk sleeping outside their inn door and someone asked if he was dead. I said yes, and off they went! Free puzzle
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Tom Brooks

Discussion  - 
 
Stealth in DW

Yesterday I ran a short game with one player, and there were some stealth situations that I have no idea how to play out.

There is a small jail, with two cells. A guard is asleep at the desk.

Player looks over the guard, sees they have the keys in sight, possibly grabbable.
Player tries to grab the keys through the bars.

To me this seems like a Defy Danger roll+dex. However, there are some issues with this:

- There is no immenent danger - if you fail, the guard wakes up and then something else happens. So maybe it is not Defy Danger?
- The book says, "by getting out of the way or acting fast" - this is not fast, it's actually going to be slow. So again, maybe not Defy Danger?
- But if it's not Defy Danger, the GM just makes a move, and this seems arbitrary - like, the player has no say in how skillful they are in doing this thing. There are basically two ways this can go - the keys are gotten easily, no consequence; or, the keys are not gotten easily, some consequence (maybe you rattle them a bit and the guard shifts, might be waking up - show signs of an approaching threat). However, even something as benign as that move seems really arbitary - the character had no control over whether they rattled the keys. Dice seem like a good way of deciding that kind of control.
- But, if it is Defy Danger, the partial success is:

> the GM will offer you a worse outcome, hard bargain, or ugly choice.

I have no idea what any of that would be for "I am trying to be sneaky and I succeed kind of".

It seems like this is a sitation that has no danger unless you screw it up, and deciding if you screwed it up by GM move seems arbitrary or by roll, too harsh (partial success that will feel like a failure).

Anyone have examples or ideas on how I am doing this wrong, or could do it better?

BTW they rolled a 12 so it just worked fine, and I didn't have to resolve partial success, but they wanted to know what that might look like.

edit:
talked about it with the player, and I think it would be something like:

- Failure: keys drop, guard wakes up
- Partial success: you get the keys, but the guard stirs a bit and might be waking up

I guess that is a worse outcome... what would a hard bagain or ugly choice be like? Defy Danger is really confusing to me.
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Tom Brooks's profile photoGreg Baatard's profile photo
12 comments
 
INT is also worth keeping in mind for a stealth-related Defy Danger. A lot of stealth comes down to knowing things - how to place your feet, how to misdirect attention, how to grab/hold/use things quietly, how to judge light and shadow...
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Vincent Shine

Base Classes  - 
 
I recently finished a new Base Class for Dungeonworld:
The Familiar!

Trick your Enemies, help your Allies and wield Ancient Magic while playing as a small, magical Animal.

https://docs.google.com/document/d/1yD9EoMXj-VOQm9y6Ds5SNqnT0CP7uJHyPwcc7J__Zyo/edit?usp=sharing

Feedback would be appreciated!
Drive
FamiliarFamiliar HP: 8 + Constitution Damage: D6 Equipment: In your Alternate Form your Load is 8 + St. In your Alternate Form you carry Dungeon Rations (5 Uses, 1 Weight) and one Set of common Clothes. Your Token maximum in your Natural Form is 5 + WE. You can only wear one Armor-Charm. Tokens can onl...
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Vincent Shine's profile photoAndrea Parducci's profile photo
15 comments
 
Well done, sir.
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About this community

The place for talking about Dungeon World.

mark downey

Magic Items  - 
 
Sea Shell Shield (Worn, +1 Armor, 2 Weight)

A shield of incredibly intricacy formed from thousands of broken shells. When a piece of shell is broken off and left at a location, the sound of the area around the shell can be heard emanating from the break on the shield. The sound is faint, distorted and distant how ever and all but the loudest noises are incomprehensible.
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Victor Julio Hurtado's profile photo
 
What happens when someone breaks the piece?
how many pieces can you take out from it?
if its a shield why do I have to wear it?
so, you cant listen to people have a conversation next to the piece unless they are shouting?
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mark downey

Magic Items  - 
 
Liars' Coin

While on the surface seeming an average two-faced coin, when flipped in the presence of a person telling a lie this mischevious coin displays a tails side it otherwise does not have.
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Dirk Detweiler Leichty

Miscellaneous Resources  - 
 
 
Playset idea for Rogue, warrior, sage:
https://drive.google.com/file/d/0B1IHa8A33hy7cmVkU0JYZHg5UjA/view?usp=sharing

The rules addenda are a bit sloppy, still messing with that.


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Colin Kierans's profile photo
 
Do you have more context on this? It looks cool but I'm not sure exactly what it's for.
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One of the things in my campaign was supposed to be a "holy" object and the more I thought about it, the urge to make it a bit silly grew. This will not be appropriate for all DW campaigns but my players found it lots of fun.

Duck of Judgment
"A solid Silver "duck", about 50 cm high and with smudge and dirt all over. There appears to be something written below the dirt on its chest though."

Roll+Wis when rubbing the chest. 12+ You are found worthy, so no effect. 10+ you're a duck but can speak like normal. 7-9 You're a duck, retain the mind of your own but can't speak. Better hope someone in the party know animal talk! 6- Quack! Your're a duck in all the ways possible.

The victim is a duck for 1d4-1d4 hours. So all from 15 minutes to 3 hours.
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Colin Kierans's profile photoJ Nicklas Andersson's profile photo
5 comments
 
+Colin Kierans  If it goes under one hour, you start to remove 15 minute segments but I see now that might result in zero which was not what I intended. At least that was the initial thought. The maths is probably way off since I'm terrible at it.

The duration was the result of me having 2d4 on the table. Feel free to figure out a better way! (Please!)
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Fronts seem to confuse me, I understand the basics but not sure if I am doing them correctly here is a front I did, not even sure the grim portents make any sense?
Adventure Front
Name: What Lies Below
Description: A long lost city, that vanished below the earth, during a full moon, is revealed to the surface, as the sands parts. Sleeps an ancient evil, who’s worshipers flood to the city, offering sacrifices to their god.

Cast:
Lord Behbur - Lava Demon
Soren Bloodworth - Head Cultist

Stakes:
Will they save the Sacrifices?
Will Senka hesitate when the demon tells her, he knows where her uncle is?



Danger: The Demon
Type: Demon Prince (impulse: to open the gates of Hell)
Impending Doom: Rampant Chaos (laws of reality, of society, or any order is dissolved)

Grim Portents
 Lord Behbur is summoned
 The sacrifices are sacrificed
 Lord Behbur opens the portal to hell

Danger: Entering the Chapel
Type: Cult (impulse: to infest from within)
Impending Doom: Tyranny (of the strong over the weak or the few over the many)

Grim Portents
 The cult completes the summoning Ceremony.
 The victims are Sacrificed
 The cult uses the weapon to kill Lord Behbur
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Andrew Fish's profile photoJames Chambers's profile photo
15 comments
 
See thats why I usually make it up, but alot of my games struggle near the conclusion, as I have no idea where to go, if i have an out line, then it may go more smoothly
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George Pitre

Discussion  - 
 
So I finally pulled the trigger on Dungeon World at my local game shop and find myself with a couple of questions. I remember reading somewhere about a bits and mortar type of deal for DW, but cannot find any details now. Am I misremembering? Also, are there any source books that are generally considered invaluable? Inverse World, Planarch Codex, and Perilous Wilds are on my radar, but I figured it would be best to ask people more familiar with the game.
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Joseph F. Russo's profile photoAndrea Parducci's profile photo
15 comments
 
Well, I think that a GM will need some extra playbook, if he wants to run varied campaigns. One of the DW "weak points" is that (my) players found a little boring to play again with the same playbook, more than play again with the same class in other RpGs. This is probably because you have less thinking abilities, and while the narrative part is surely helpful, the "crunch" part isn't. 
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James Chambers

Hangouts Games  - 
 
Going live with Dungeon World GM Prep, will be preping tomorrow's game, can the players not watch as spoliers @weefz @JackZyre @MrBoombati @KattStrike come and hang out in chat http://www.twitch.tv/jamescuk
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Pedro Bastos

Discussion  - 
 
Hey folks, do you have any tips for running a hexcrawl? Doesn't need to be specific DW tips, as I don't want to use much more than the core rules, but I was looking for "general" hints on keeping the game running and whatnot.
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Joseph F. Russo's profile photoMike Pureka's profile photo
8 comments
 
+Joseph F. Russo
That's an interesting approach, but it presumes that the PCs know a lot about this part of the world.  If you're interested in doing a more "exploration" driven game, this may feel discordant.
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Melissa Fisher

Base Classes  - 
 
We have made another class thanks to +Maria Rivera!
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Robert Doe's profile photoMelissa Fisher's profile photo
2 comments
 
Thank you +Robert Doe!
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