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Andrea Serafini

Adventures  - 
 
THE GIVING TREE

They say the Giving Tree is a marvel to behold, friend: children play amongst his branches; it sparkles with gift and ribbons and colors; near to it you'll surely find warm bread and fruit, a soft spoken friend, or silk-like skin.

They say it will give you riches, it will take the dead back from the grave, it will give you anything your heart desires! 

Come with us, friend - partake the Tree's gifts, rejoice!

You have nothing to fear.
Trust me.
Drive
The Giving TreeQuestions Which kind of miracle is said the Tree can do? What the Tree Child Church gave you back? What does Nhadeeri, head of the Church says about her discover of the Tree? Why did the Ancestors’Guard come to investigate? Which third party is interested in the Tree? Impressions It’s full w...
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Andrea Serafini's profile photoNora Kischer-Browne's profile photo
6 comments
 
I find the "orderly sexworker" craft suggestion intriguing! Also I suggested some minor edits. Good work!
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Richard McNutt

Compendium Classes  - 
 
Brian Engard posted a Witcher compendium class back in 2013, but the link is now broken. Anyone have a copy of that class and willing to share? Thanks!
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Mark Tygart's profile photoRichard McNutt's profile photo
2 comments
 
Thank you. Those are both very cool. But, I have seen them before. I am specifically looking for the compendium class one
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Mark Tygart

Adventures  - 
 
Alex has posted his dungeon as a wiki as well...
Random tables: Ideally you'll scratch off any entries used and replace them with new stuff for your next session. If you use skills in your game, replace some of the saving throws with skill challenges as appropriate. It's a trap! This dungeon level has been disconnected from most of the ...
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Andrew Codispoti

Actual Play  - 
 
Actual play examples of the Discern Realities move? I'm especially interested in which specific questions were asked, and the answers given. Please, and thank you!
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Andrew Codispoti's profile photoAddramyr Palinor's profile photo
8 comments
 
/curious
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Sophia Brandt

Discussion  - 
 
Hello folks, I want to add blogs to my list of resources on my blog: http://dieheart.net/useful-stuff/dw-resources/
They should either be
a) exclusively about DW
or
b) have a tag or category so that people can filter for DW
If you want your blog added, you can add a comment here or shoot me an email: http://scr.im/dieheart
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Matthew G.'s profile photoTim Franzke's profile photo
2 comments
 
www.tinyurl.com/tfdungeonworld  

is a nice collection of all my stuff
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JPierson71

Discussion  - 
 
The kickstarter has gone live for Stanislaus County's ONLY 3 day table top gaming convention! Let's make this a reality and bring this to the Central Valley! Thank you so much everyone!

https://www.kickstarter.com/projects/807705075/conclave-gaming-convention
Stanislaus County's ONLY 3 day tabletop gaming convention Sep 30-Oct 2nd. 2016 Modesto CA
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Robert Doe

Discussion  - 
 
Multi Classing

So I have a question about multi classing. I understand that some moves allow for a cross class move, but I'd hardly say this is multi-classing.

Has anyone found a way to effectively multi class? I haven't tried it yet, but one way to do it would be to mimic AD&D and level up each class separately.

Example:
Trevor is a level 2 Fighter and a level 3 Wizard. This gives him a total level of 5.
Leveling would be the same, that is, you can't have a character who's combined levels exceeds 10. And the required XP for leveling any class would be your COMBINED LEVEL + 1.

Suggestions? Experience?

P.S.
I also understand the intrusion of class niches if multi classing.
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Jason “Hyathin” Shea's profile photoJoseph Avolio's profile photo
14 comments
 
One of the ways you can use Class Warfare is to just treat it as a big list of compendium classes. You don't have to replace the base class system.
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Nathan V

Discussion  - 
 
What's the best way to handle a planar campaign? Is there some sort of move, spell, vehicle or something for me to offer to my players to allow traveling from one reality to another?
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Tony Ferron's profile photoNathan V's profile photo
8 comments
 
+Tony Ferron​ best answer yet! 
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Mark Tygart

Adventures  - 
 
Another classic that every Dungeon World GM should have, dated but still wonderful.
Performance Tracers (debug users only). 18.595 Start Interceptor/action chain 3 18.598 Start | [AfterLockServiceFilter] Before 12 18.610 Done 12 ms | [AfterLockServiceFilter] Before 1 18.611 Start | Interceptors (before) 0 18.611 Start | | InviteTokenInterceptor 30 18.641 Done 30 ms ...
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Robert Doe's profile photostake PMJ's profile photo
3 comments
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Jason Brannen

Custom Moves  - 
 
Follow-up to a previous post:

Okay, I think I found the next thing I’m going to try in my attempt to make a superhero game that can start play in 10-15 minutes. I still like the Dungeon World playbook approach, so I’m going to keep trying that (here’s five options, pick one, quickly customize and let’s play). One of the weaknesses of the previous version was the powers system. It was very mechanical, it didn’t have a way to be creative or do neat things with your powers, and sometimes you were spamming the same power over and over again and never got a chance to use your other powers.

New paradigm: Powers as moves. For a controller:

When you use Ice Control, roll+int. On a 10+ pick two, on a 7-9 pick one. On a 6-, the gm makes a “move” (language and concept of the GM move to be polished later.)
• Deal your damage
• Create icy formations
• Make an area much colder
• Stop movement by freezing something in place
• Make things slippery with ice
• Affect 1d4+level targets
• Freeze the moisture out of the air
• Use your powers at near or closer range

When you use Gravity Control, roll+INT. On a 10+, pick two, on a 7-9 pick 1. On a 6-, the gm makes a “move” (language and concept of the GM move to be polished later.)
• Deal your damage
• Make something lighter or heavier
• Bring down something that is flying
• Affect 1d4+level targets
• Crush something under its own weight
• Throw something at a far target
• Levitate yourself or others
• Use your powers at near or closer range

One advance move at level 2-5 could be to pick one additional effect when you use your power, and a replacement move at levels 6-10 allows the choice of two additional effects when you use a power.

This idea puts the fiction of what you can do with a power first. The consequences are going to be determined by the situation in which you use it. During the playtests, I can gather ideas for fictional effects (power stunts) to augment or replace the current power options. The player gets a variety of choices on how to use their powers. I can limit the number of options a power has to a reasonable number of choices, so as not to overwhelm players with too many options.

I’m thinking about starting with five options for each of the five archetypes. That means I’d be writing 25 powers with options on the front end, which is a reasonable goal that doesn’t sound overwhelming. I wrote six powers last night. I’m not sure I’m going to follow the CoH paradigm of a primary and secondary power. That may overwhelm the player that is just sitting down with too many choices. We’ll have to see how that playtests. I’m somewhat worried that a team would need to have every archetype present to be balanced. The primary/secondary power combinations would help mitigate this, but I don’t know if it is worth the trade off in additional complexity.

So, next things to work on:
• Edit the basic moves for clarity and the special moves for the same. Also, evaluate if there has to be a special move included or if it is going to come up infrequently enough that, I can drop it from a main list.
• Write 3-5 power moves like those above for each archetype for the next playtest.
• Edit the playbooks to reflect the new powers paradigm, drop some confusing wording from moves, and modify or rewrite some of the starting and advanced moves.
• Possibly come up with a briefing sheet that instructs new GMs how to teach the game. I think it’s too early for this, but right now, a cheat sheet for me to cover the things players were confused about on in the last test is a good idea.

I’ll update again once I have the sufficiently worked on the next phase. I’ll upload the stuff to DropBox so people can take a comprehensive look at it.
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Timothy Bennett's profile photoJason Brannen's profile photo
34 comments
 
+Timothy Bennett Yeah, I may be able to simply use that.  It absolutely sounds like a must read.
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About this community

The place for talking about Dungeon World.
 
+Thomas Berton, your post has comments disabled; makes replying difficult!
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Thomas Berton's profile photoRobert Slaughter's profile photo
4 comments
 
And I agree with +Mark Tygart​ about Perilous Wilds 
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Thomas Berton

Discussion  - 
 
Hey folks, I've got a question about my first Dungeon World campaign. I'm new to the game, as are all my players, but we're super excited to start playing. Our campaign is going to have a lot of wilderness action (the setting includes a jungle the size of an ocean) and I know that people really recommend The Perilous Wilds for handling that stuff.

Given that none of us have played before, would you recommend that we keep it simple and just use the base game, or is Perilous Wilds simple and straightforward enough that it will help make a wilderness-heavy campaign shine?

Thanks for the help!
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Stephen Karnes's profile photoJoseph Avolio's profile photoAndrzej Zielinski's profile photo
4 comments
 
I would recommend it, for this sort of game. Core DW does not particularly cater to hexcrawl-esque play; PW changes that. If that's what you want (which it sounds like you do), it's great. On the other hand, if you're playing a game where exploration should not be important, I would say you definitely wouldn't want to use PW--or at least PW's travel moves.
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Question on the "Recruit" move.

There does not seem to be any reason not to "max out" (make the pay known, make known what you are out to do etc.)

If the 6- result was not defined it would make sense to exercise some restraint with the +1 "bonuses" since they could attract unwanted attention, but as it stands it feels a little unbalanced.

Or am I misunderstanding something?
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Robert Doe's profile photoJohn Pants's profile photo
13 comments
 
Good question, and good answers. I love this community!
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Mark Tygart

Adventures  - 
 
Comrades:
Found this "dungeon crawl" gem posted for free on the internet. Lots of ideas that could work in Dungeon World...
Performance Tracers (debug users only). 34.415 Start Interceptor/action chain 4 34.419 Start | [AfterLockServiceFilter] Before 9 34.428 Done 9 ms | [AfterLockServiceFilter] Before 1 34.429 Start | Interceptors (before) 0 34.429 Start | | InviteTokenInterceptor 26 34.455 Done 26 ms ...
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Robert Doe's profile photo
 
Hmmmm, I'll have to show this to my 5e DM. We started up a campaign last Friday. This could make for some great plot development
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Leo Breebaart

Discussion  - 
 
As a quick followup to my post of a few days ago: the DW session went quite well! No major problems identifying magical items arose. :-) Thanks again for all your help and suggestions.

One small question came up during game play:

How do you deal with a Volley using a single ranged weapon? One of my players has a spear she likes to throw at enemies. But how do we then deal with the "You have to take several shots, reducing your ammo by one." failure option? Do we just rule it not applicable, or is there some interpretation that would work?

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Leo Breebaart's profile photoScott Selvidge's profile photo
6 comments
 
Hey, sometimes asking is easier if you aren't sure where to look!
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Melissa Fisher

Discussion  - 
 
Exclusively on +DriveThruRPG! For all your extra off-the-beaten-path DW needs. :)
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Seth Harris's profile photo
 
But I already own all the things ;-)
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Dion Kurczek

Discussion  - 
 
Has anyone noticed the language in Aid or Interfere? "When you help or hinder someone you have a bond with". Rules as Written one could interpret that as not being able to Aid or Interfere at all with someone you don't have a bond with. Just curious if anyone has interpreted it that way.
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Krynos Pentegarn's profile photoDion Kurczek's profile photo
8 comments
 
Thanks for the thoughtful explanation, Krynos :)
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Mark Tygart

Discussion  - 
 
I managed to find a first edition copy pdf of Dungeon World...
Check out the Bloodstone IdoI adventure at the end of the book!
From a time before man (2011) but still great!
Performance Tracers (debug users only). 30.546 Start Interceptor/action chain 3 30.549 Start | [AfterLockServiceFilter] Before 9 30.558 Done 9 ms | [AfterLockServiceFilter] Before 0 30.558 Start | Interceptors (before) 0 30.558 Start | | InviteTokenInterceptor 27 30.585 Done 27 ms ...
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Mark Tygart's profile photoEric Nieudan's profile photoDaniel Campos's profile photo
6 comments
 
+Bryan Alexander There is much more material in the final book. This one had only half the classes for instance.
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Alex Jeffries

Discussion  - 
 
I recently passed up on buying a copy of DW because someone told me a new edition was in the works and due soon. However, I've not been able to track down anything on this on the Internet. Should I hold off on buying DW until a new edition? Is there one coming? If so, any rumours on how long it will be?
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Alex Jeffries's profile photoBryan Alexander's profile photo
10 comments
 
Even if a new edition were due out I'd always recommend purchasing the original, as a resource, for any game one is interested in. Never hurts to have and in this instance helps support the folks who created it.
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Mike Robertson

Actual Play  - 
 
New Episode of the Dungeoneers Podcast: get your questions and comments in for the recordings this weekend...
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