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Adam Koebel
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Discussion  - 
 
It has returned!
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Gry-Fabularne.pl's profile photoBob Bolin's profile photoMatthew Miller's profile photoDaniel Fisher's profile photo
72 comments
 
I wish there was a cheaper way to buy this straight from the UK.
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Has anyone hacked Stars Without Number to Dungeon World?

I mean, it already uses 2d6 for lots of stuff, sorta has class moves, and psionics are an easy port, plus the goals system is a nice fit. So it'd work well and be a minimum of actual work. Still, it'd be a shame to move my lazy arse/fingers if someone's already done it. It'd basically just be making a psychic class and maybe some moves. And starship stuff, I guess.

And I do mean actually hacked SWN, specifically. I'm aware of, let's see... Traveller World, Rogue Trader (...World?), and Stellar Conflict which was just posted and I just read the classes for. And do fully intend to steal stuff from those if the answer to this post is "no."
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Darren Priddy's profile photoAdam Koebel's profile photo
5 comments
 
Also there is the dungeon planet book on drivethrurpg & wouldn't take too much to adapt to it's own stand alone game using the system like Monsterhearts, Tremulus, etc.
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Brennan OBrien

Base Classes  - 
 
So, I'm playing around with the idea of running a Swords and Sorcery based DW game.  The problem as I see it is the need for a much toned down magical capability, replacing the Wizard, Cleric, Paladin and Druid with the Alchemist, Sage, Gladiator and Noble.  The problem?  Can't seem to find an alchemist or sage template.  Has anyone ever created either?  
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Brennan OBrien's profile photoTimothy Walsh's profile photo
6 comments
 
There's also a Pirate World class - blanking on the name - that's less "mage" and more "summons terrible unearthly tentacle monsters from the deep" that could probably be reflavored a touch to fit in a S&S game pretty well.
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Has anyone made a class like the D&D 4e Warlock? I'm cooking up something but it's not quite ready for eyes yet, and I was wondering whether I was duplicating work or not.
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Tim Franzke's profile photo
 
https://docs.google.com/document/d/1_kjttvqX9RouCYa_ziCswJNolaEUTPapIK-jmd6dtLM/edit?usp=docslist_api

Is something but not a full class. Fr me the warlock also doesn't really work. Because why sell your soul for power if you only get to blast things? Why not sell your soul for actual power and wealth. Making a pact and still having to adventure sounds like a bad deal to me. 
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Vinney Cavallo

Discussion  - 
 
Looks like someone failed her Defy Danger roll
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Kirby Bridges's profile photoJ.T. Seusoff's profile photo
5 comments
 
+Vinney Cavallo Actually now I get it and feel super dumb. I did chuckle after getting it, though :D
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Mark Chance

Actual Play  - 
 
Me reading the summary of our last Dungeon World session in preparation for the upcoming session. Huzzah!
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Peter Johansen

Discussion  - 
 
The thread on Dirty Dungeons reminded me of a hack that I used to use, back in the days when I ran 3e. 

Time pressure is a key element of dramatic tension. Make a stack of ten to twenty poker chips and keep them by your side. This is the timer that the players are fighting against. Whenever a significant amount of time passes, or things slow down due to a long battle, argument, or delay, take one of the chips away. Each chip represents an arbitrary unit of time, not a certain amount of minutes. When all of the chips are gone, something really bad happens. Perhaps the villain escapes, or enemy reinforcements show up.

The timer creates a very visual reminder that the characters do not have an infinite amount of time to achieve their goal. It can be a useful tool to add tension or to prod things along if the action slows down. Losing a tick of the timer is also an excellent consequence for a failed roll. (This is making a move offstage, but in a more meta-game manner)
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Ken Burnside

Discussion  - 
 
Not that Thundarr the Barbarian is that far from basic Dungeon World...

How would you re-skin basic DW character classes for a Thundarr-esque campaign, of adventurers working their way across a patchwork quilt of petty fiefdoms ruled by wizards and sorcerers in a land of super science and magic gone mad?

Would you use the alternate (no prepared spells) version of the Wizard?
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Darren Priddy's profile photoChristopher Stone-Bush's profile photo
21 comments
 
You could get one of the race starting moves from the dwarf or elf playbook if it makes sense & your barbarian is of those races. Just depends on the fiction/world/GM for things like that.
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Michael Prescott

Hangouts Games  - 
 
Looking for 2-4 players for a hangout World of Dirty Dungeons game, tonight (Sat June 12, 9PM EST, ~3 hrs).

The basic idea is to play John Harper's World of Dungeons (actually a very slight hack of it), but using John Wick's Dirty Dungeons to plan the adventure.  As if they were discussing the results of their rumor-gathering and research, the players take turns describing the dangers they believe to be waiting for them at the adventure site.  (This is John Wick's "*Dirty Dungeons*".)

World of Dungeons is on the lethal side, at least at low levels. The mode of adventuring I'm expecting is cautious and inventive.  We'll make allowance for implausible reasons for replacement characters if that proves necessary!

Tagging a few folks who've done this before or expressed interest.

+Tim Groth +Michael Atlin +Stephen Shapiro +Sean Winslow +Jack Stephenson-Carr +James Introcaso +Nathan Roberts 
"World of Dirty Dungeons" blew my mind tonight. Our usual GM was out with a fractured shin. I was fresh off a weekend of West Marches-style World of Dungeons, so I volunteered to GM. I had nothing planned, though, so I figure...
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Michael Prescott's profile photoJay Vee's profile photoPeter Johansen's profile photo
19 comments
 
Since you mentioned it, +Peter Johansen, I'll just say that when we did it, the time pressure didn't turn out to be a big deal. My players happened to be fonts of trouble for themselves, and not very argumentative, so and in a very short time they had list that was long enough. I suppose the time pressure might have spurred them on!

When it came time to hit them with stuff, I didn't in the least feel like I needed to rely on complications to really pressure them. They'd created enough stuff that all I had to do was make it feel real, and the adventure was plenty challenging.  (They did it in two pushes.)

At the table, there was a strange mismatch between how awesome I felt it was and how awesome they did - since the adventure had in some sense been written for me, my hands were tied in terms of topology and pacing.  (Or at least, my hands were much less free than usual.)

And yet, because they knew what was still ahead, they had this fantastic anticipation of the rest of the adventure. They were totally engaged and invested in it, because they'd made it.  It was bizarrely good for what, in other circumstances, might have been a totally ordinary (and slightly creepy) dungeon crawl.
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Jason Lutes

Adventures  - 
 
I'm working on 4 "Funnel Starters" for my Funnel World hack, and I'd love feedback from anyone who has a couple of minutes to read them over. Spoilers!
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Jason Lutes's profile photoVinney Cavallo's profile photo
5 comments
 
Yeah, I'm attached to the font, but I will dig around to see if I can find something a similar feel but more legibility.

Thanks for the feedback, folks!
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About this community

The place for talking about Dungeon World.

Matt Balara

Discussion  - 
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Christopher Patterson

Miscellaneous Resources  - 
 
Hopefully I'm putting this in the right area,

Seen some awesome playbooks recently that have "drives" rather than "alignments" I think, as well as extra space for gear and notes. +Jarrah James' Stellar Conflict is one example (over on reddit.com/r/dungeonworld if you've not seen it).


Anyone know if there are any resources where this has been done for the original playbooks? I really like the layout and new addition, and would like to see what it looks like with the originals. 

Thanks!
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Jarrah James's profile photo
 
the layout of the books I made is based on those by +Brennen Reece, although his are (very pretty) direct ports of the base DW classes
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Louis Bach

Compendium Classes  - 
 
Compendium Class: Necromancer

(New to DW; seeking any & all constructive feedback. Others have written several versions of a Necromancer base class; this alternate take is a compendium class to reflect a regular spellcaster who has chosen to specialize in Animate Dead, a la D&D 3e.)

When you animate the dead and pay a steep price (e.g., being cast out of your holy order, or forsaking part of your soul to dark forces), the next time you level up you may choose this move:

☐ Adept of Undeath
When you cast Animate Dead, on a 10+ you have the option of choosing one or more effects from the 7-9 list. If you do, you may choose to grant the same number of additional traits to the animated dead (up to the usual maximum of four). You may choose this option after rolling to determine how many traits the animated dead would normally receive.

If you are an adept of undeath, these count as class moves for you; you can choose from them when you level up:

☐ Shambling Horde
You ignore the penalties to cast spells from ongoing animated dead. 

☐ Legion of Horror
Requires: Shambling Horde
When you cast Animate Dead, you may animate a number of bodies up to your level.

☐ Graverobber
The corpses you animate need not be recently dead. However, if you animate a body that has has already significantly decayed, it will always be obviously dead.

☐ Rebuke Undead 
Requires: Turn Undead
When you turn undead, on a 10+ you gain ongoing control over mindless undead instead of causing them to flee. 
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Jay Vee's profile photoLouis Bach's profile photo
6 comments
 
I was chose to err on the side of simplicity because I'm having a hard time figuring whether the moves are overall too weak or too powerful. They are nearly all focused on simple boosts to a single spell, but if a character decides to invest in most or all of the necromancer moves then they'll be able to create a rather large army of undead. This is intentional but I'm not sure if it's overpowered or not.
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Peter Johansen

Miscellaneous Resources  - 
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Daniel Fowler's profile photoMarshall Miller's profile photo
3 comments
 
"However winds this one..." DW ftw
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Misha Polonsky

Discussion  - 
 
Adventures on Dungeon Planet question - does the Technician’s starting move, Command of Robots, extend to PC robots? If the Technician rolls a 10+, does the PC have to obey their command, or does it make sense to give them a chance to resist, since they’re PCs and a bit more special than ordinary NPC robots?

+Johnstone Metzger 
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Johnstone Metzger's profile photoEric Lochstampfor's profile photo
11 comments
 
That could work, too. Depends on how you want to think of it. Is the robot actually interfering with the command being given, or with the technician issuing the command while they are issuing it? Or is the command, once given, a thing all of its own, a compulsion to be resisted?

This is why it's important to consider the fiction. It's not a board game where I roll the dice so you have to do x, y, and z for me. If I say that my command of robots is achieved by psionic zeta waves transmitting my commands directly onto robotic brain-circuits, constantly overriding their intended functions, then interfere is probably a good move for resisting. Also, if I'm knocked unconscious before the command is executed, the robot will probably cease following it.

On the other hand, if my voice is a computer virus producer and the robot has no way to prevent me from speaking, it cannot interfere with me issuing commands--but it should be able to resist the effects of the computer virus, I would think. Also, the GM has a whole different buffet of moves to make with my viral mouth, as opposed to the zeta waves, not just to use against me, but others as well.
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Tony Scinta III

Custom Moves  - 
 
I built some custom player moves in order to focus each of these players on potential roles in the group. Everyone used them, but with mixed results.
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Jarrah James

Miscellaneous Resources  - 
 
Stellar Conflict, the Space Opera Dungeon-World Hack. 

After being asked about this a few days ago, I checked with everybody whose work I pillaged for parts, and praise be to creative commons, I can now share most of my lumbering Star-Wars-Esque conglomeration with you, the Tavern. 

(the bit I can't share I will be able to share once Inglorious comes out) 
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Shadi Alhusary's profile photoChris S's profile photoSean Milliff's profile photoJ.T. Seusoff's profile photo
7 comments
 
I... was just about to post asking if anyone's hacked Stars Without Number to DW. Not that it'd take much work. Guess I'll have to read this now.
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Darryl Greensill

Miscellaneous Resources  - 
 
Just making sure there's a link between these communities! :)
Planarch Codex: Astral Repository
An online sourcebook for anthropology + Dungeon World
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Eric Nieudan's profile photo
 
Thanks for this. I wasn't aware there was a Planarch Codex community!
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Jon Homesley

Discussion  - 
 
Gonna introduces some friends to DW tonight. Any last minute tips?
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Eric Lochstampfor's profile photoTony Scinta III's profile photo
18 comments
 
Use index cards a lot. Any new location, person, druid form, rumor, bond, Throw an index card on the table, add info to the back of it as that thing changes.
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And the witch is up, which means it is again back to Sundered World for me, at least until +Melissa Fisher gets yet another crazy idea in her head (it might be a giant spider playbook).

#dungeonworld   #burnthewitch  
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Chris S's profile photoMelissa Fisher's profile photo
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Chris S
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nice Good work on these +Melissa Fisher and +David Guyll 
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