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Ozan Karuk

Miscellaneous Resources  - 
 
Hello guys & gals.

Before going further here's a summary: I need adventure front blanks.

So let's proceed:

I'm new to DW (though I learned and it well enough) and as the GM of my gaming group, I'll introduce them to this great game.

I know how to design my encounters and campaigns yet I need blank front sheets in order to keep them in my archive in an orderly fashion.

We were using Dungeonslayers ruleset and I ran a 70+ hrs of campaign before this upcoming one. Blank front sheets will also be useful at importing my former campaign to DW style adventure.

Like any quest, this one also has its rewards: If I get a good front blank (prefarably an editable digital document), I'll upload my adventures here.

So, is / are there any brave DW dweller who could provide me with aforementioned material?

No matter the outcome, thank you all for being a part of such a lively community and keeping alive this great game.

Keep rollin'.
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Jabes RPG

Discussion  - 
 
What's behind this door?
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Michael Mendoza's profile photoAddramyr Palinor's profile photo
22 comments
 
Knock knock. Hoots there. 
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Colin Kierans

Custom Moves  - 
 
Bit late, but here's yesterday's move, a simple Chain Lightning attack. Blog post is here: http://vindexus.net/2016/08/24/chain-lightning/
Vin Moves page: http://moves.vindexus.net/move/chain-lightning
GitHub page: https://github.com/Vindexus/VinMoves/blob/master/moves/chain-lightning.md

Chain Lightning
When you are struck by this enemy’s chain lightning attack, its power rampages through you before attempting to jump targets, take their damage and roll+CON. On a 10+ you absorb the entirety of the attack and it does not jump targets. On a 7-9 the lightning uses its remaining power to deal damage to a party member of your choice, but it does not continue to jump. On a 6- the lightning courses from you to another party member of the GM’s choice and triggers this move on them.
Chain Lightning. When you are struck by this enemy's chain lightning attack, its power rampages through you before attempting to jump targets, take their damage and roll+CON. On a 10+ you absorb the entirety of the attack and it does not jump targets. On a 7-9 the lightning uses its remaining ...
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Chris “HyveMynd” Stone-Bush's profile photoRobert Doe's profile photo
2 comments
 
Cool. Versatile
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Dan Bryant

Custom Moves  - 
 
My recent questions about Discern Realities stirred up some interesting discussion, including a few custom moves that folks had developed to address some of the issues they felt it had in their play.  In that spirit, I'd like to propose my own hack on the move to see what people think.

Penetrating Insight
When you ponder a penetrating question about a situation or person, roll +WIS
- On a 10+, you get an answer and may ask a follow-up question to get more information.  Take +1 forward when acting on the answers.
- On a 7-9, you get an answer.  Take +1 forward when acting on the answer.

Examples of penetrating questions include those in the Discern Realities list, at least when they are applicable to the situation at hand.

I feel like this might work better in play, since it puts the question first, with the fictional trigger being the innate wisdom of the character manifesting to pull together information that others might miss.  It's also way easier to remember as a move than Discern Realities, with plenty of flexibility of interpretation for the GM.
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Robert Doe's profile photoJason Tocci's profile photo
12 comments
 
.
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Dan Bryant

Discussion  - 
 
Discern Realities: What here is not what it appears to be?

This is the move I still have the most trouble with as a GM.  My players get to some point where they think there must be something to find, so they say "I look around the room to see what I can find" and I say "okay, roll +WIS".  They roll a 10, then I say, "okay, ask three of the questions." 

We haven't played enough yet to internalize them, so this involves digging out the moves sheet, then asking them.  More often than that, I end up making shit up (oh, I guess there is something hidden here), which is cool and all, but the whole process still feels a little awkward and contrived.

So, I'm curious, does anyone know the design intention behind having Discern Realities use a fixed set of questions?  Is it just to encourage questions that result in creative continuations of a situation that's gone slightly stale?  I do get that it's not really intended to be a classic 'Perception check', but it's definitely still the move that causes the most pausing and breaking of immersion for our group.  Maybe we're using it incorrectly?
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Soul Stigma's profile photoJosh C's profile photo
55 comments
Josh C
 
I'm thinking on making a Harem Comedy ___ World hack, and giving Discern Realities exclusively to Cuckoolanders because of how weird it comes off to me.
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Matrix Forby

Discussion  - 
 
I need a more standard scenero.  I have a tendency of getting exotic or unusual situations for the PCs to overcome.  I need a more classic scene for the group to send them through.  A bit of background:

I have 6 players (might be 5), A Paladin, 2 Clerics, a Wizard, a Bard, and a Fighter that may drop.  The group has had some adventures together and I plan on running a sort of flashback encounter where I want them to try out different things and really get a feel for the system and a feel for the way things should go.  The group are good roleplayers but more used to games like Savage Worlds, D&D, Star Wars d6 and other classic but tactical based games.  One player really wants a sort of inititiave system so that he doesn't dominate the game and so that each person gets an equal time in the spotlight.  With so many people it is easy to miss people and occasionally skip people due to trying to follow the action.  Also, I have one or two players that are a bit shy.  Combine this with nearly all the players have been taught to be polite and not jump in when they really want to, but to give other people the spot light.  So I have developed a spot light system.  But that is beside the point.  I need a scene, a situation, where players can try out anything, anything can happen, and a set up to encourage them to try anything, with out reguard to playing to their strong suits and playing toward their stat advantages.

Any Ideas?

I was thinking maybe a bandit attack that could lead to hunting down some bandits.  But I want it short enough to have in one session of a few hours.
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Matrix Forby's profile photoChris “HyveMynd” Stone-Bush's profile photo
3 comments
 
I honestly don't think any specially created scene, scenario, or adventure is going to get players to try out more things. That's something they have to do on their own. You can encourage then to do that sure, but ultimately it's up to them how much they engage with the system.

Some players just don't like DW or have trouble getting into a mindset that meshes well with the game. That's fine. All you can do is encourage them to try.
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Quick question about NPCs vs Enemies. Are all the enemies in your sessions also NPCs? I'm asking because of moves that specify NPCs in them such as the Paladin: I am the Law.

My Paladin believes this gives him carte blanche to tell everyone and everything he encounters that he is a Paladin and they should listen to him. This move is easy enough to not let it get out of control, since it's based on his "divine authority" which isn't recognized by all denizens of the world, and also the target get's the option for how they react, but there are other moves which are much more open to interpretation.

Thoughts?
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William Nichols's profile photoMatrix Forby's profile photo
11 comments
 
Remember that this is about the fiction.  I agree with +Aaron Griffin that this is a cultural thing.  Not a magical effect.  Now this authority is given from the divine so it holds a bit more sway, but in a superstitious way.  A direct counter to this would be a cleric or a paladin or even someone that believes strongly in the opposing god of the Paladin. 

On another note, "Being a fan of the characters." means that the audience is disappointed by a character that uses the same trick over and over.  The character becomes pompous and one sided.  So as the "Director and Audience" you need to spur him to do other things.  Not just order people around.  Also, the Paladin should be doing paladin-y things like protecting the innocent, fighting for good causes, and being for the people.  The Paladin can get the attention of the Adversary of his god and can be put on the spot when his god's one tried and true power abandons him in a time of need to "test his faith".  This is all a part of the fiction.  See if the Paladin is measuring up in his god's eyes, or is he abusing the power?

Allow yourself to force them to bring more imagination into the game.  allow yourself the freedom to bring some actual complications to the game that would make it very uncomfortable for the Paladin.  Remember, fiction first.  Bring that fiction out and polish those ideas til they shine.
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Nathaniel Garth

Magic Items  - 
 
Please, I suck at flavor text, can someone help with this item idea

Sandals of the Grasshopper 1 weight

The wearer can climb sheer walls and jump some distance.
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Wynand Louw's profile photoMichael Kailus's profile photo
6 comments
 
Slippers of the Housefly . . . hmmm . . .

Boots of the House of Flies

These black boots are impeccably shiny, but feel and smell filthy, as if pulled from carrion. When you look closely, you can see unsettling images lightly etched into the leather. You can never find the same image more than once. Wearing them, you find that you have gained the mobility of a fly, but an unnerving appetite for raw meat . . .

When you use the boots to fly somewhere out of reach, roll + DEX. On a hit, you fly to your destination. On a 7-9. choose one:

-The boots' foulness draws unwanted attention
-You land hard, taking 1d4 damage ignoring armor

On a miss, you manifest an aspect of the Lord of Flies, permanently. Attempting to remove this manifestation may be possible, but not without angering him . . .
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Colin Kierans

Custom Moves  - 
 
Today's move is Marked for Vengeance. Blog post is here: http://vindexus.net/2016/08/23/marked-for-vengeance/ and it's here on Vin Moves: http://moves.vindexus.net/move/marked-for-vengeance

Marked for Vengeance
When you *deal the final blow to this foe* it lashes out with its final breath and marks your body. A symbol materializes on you that those it is in league with will be able to detect from miles away. Describe the mark and what form it takes (tattoo, scar, brand, etc) and roll+CON.

- On a 10+ the mark will itch when those that can detect it are within a mile or so of you
- On a 7-9 the mark will cause a minor burning pain when they are almost right on top of you
- On a 6- the mark will pulse with a searing agony when they are within reach of you and you will take -1 forward

This mark can be removed, but it’s a difficult process that is beyond the skill of most healers and magic users.
Marked for Vengeance. When you deal the final blow to this foe it lashes out with its final breath and marks your body. A symbol materializes on you that those it is in league with will be able to detect from miles away. Describe the mark and what form it takes (tattoo, scar, brand, ...
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Jim Jones

Miscellaneous Resources  - 
 
These seem like they would be at home in many a #DungeonWorld  campaign.
 
NEED SOMEONE KILLED OR MAIMED? Try one of these instruments of broken bones and loss of limb. Available at your local Smith or weapon shop or wherever you go to buy stuff like this, I don't know, it's your campaign!
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Andrew MacLean

Discussion  - 
 
I'm quite excited to be running my first DW play-by-forum game after a lifetime of D&D.

I launched my game by dropping my party of adventurers in a river and then throwing some giant leeches at them. Good times. It was a great way for us all to get our heads around moves and combat.

I did one thing in the combat, though, that (on reflection) was probably very "D&D" but I'm not experienced enough to know what the alternative might have been. 

We had the druid and the cleric in the middle of a river. The druid shape-shifted into the form of a horse, swims over to the cleric so he can hold on, and then head for the shore. The leeches attack so the cleric scrambles up on to the horses back and proceeds to swing his mace around. 

So, he's riding bareback and in the middle of a river on a swimming horse. I figure he needs to cop some sort of penalty for that, so I rule that combat runs as normal but for every hit he has to roll his damage dice twice and take the lowest.

None of us had a problem with doing that, it just felt like an old-school solution, not a PbtA one.

Any thoughts?
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Andrew MacLean's profile photoChris “HyveMynd” Stone-Bush's profile photo
8 comments
 
In hindsight, the penalty to damage could be a GM move. Something like Tell them the consequences and ask.
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About this community

The place for talking about Dungeon World.

Mike Robertson

Actual Play  - 
 
Dungeoneers Podcast - Episode 35 - Read the FLYER!
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In defense of Discern Realities
in which I express numerous opinions (LONG)

I love the move. It's one of favorite things about DW. It's not perfect, and it occasionally grinds gears. But it consistently moves my games forward in ways that I'd never anticipate otherwise.

When does Discern Realities trigger?
In the previous thread, there was a lot of back and forth about when you should or shouldn't trigger Discern Realities. The trigger in the move (closely study a situation or person) is pretty wide open; I can see where the confusion comes from.

In play, I rarely find there to be any confusion. It triggers when I ask a player what they do, and they describe doing something with the intent of gaining more information.

"I'll toss the room, looking for valuables."
"I'm gonna take a closer look at that wall."
"I'm staying just outside the clearing, looking the hovel up and down."
"I keep my hand near my sword, but size these guys up."
"I peer out into the darkness, looking for threats."
"I try to calm down, take it all in, figure out what's going on."
"I'll wander about the area, looking for tracks or spoor or other sign of big game."

I can hear the objections: But XYZ isn't a situation!

Of course it's a situation. Didn't you just make a GM move? And ask them what they do? This is Dungeon World. Think Dangerous and fill their lives with adventure. Something bad is almost always right around the corner.

Now, sometimes you'll ask them what they do, and they won't tell you. They'll ask you a question instead. That in and of itself is probably not Discern Realities. That's them asking you do your job (How to GM > Describe the situation, Make moves)

GM: "You enter the room. There's a rumpled, musty bed in the corner, a dusty old bookshelf, a frayed tapestry on the wall showing, um... like a forest with a castle in the background and like a few dudes on horseback in the foreground. There's no door but the one you came in. What do you do?" (Notice I didn't really make a move there.)

Wizard: "What's on the bookshelf?" (Not Discern Realities; just asking something that should be apparent.)

GM: "There's probably a dozen old tomes on the top shelves, and some brickabrack on the bottom shelves. You can't really see them well from the doorway, especially not in torchlight. You get closer?" (Tell them the requirements & ask)

Wizard: "Yeah, sure. I step in and peer at the books, what do I see?"

GM: "Ooh, yeah, now that you're closer you can see that a few of them are definitely tomes of magic! But as the torchlight flickers, you see a... shifting? shimmering? Like there's some sort of almost unseen field between you and those books. What do you do?" (Offer riches at a price)

Wizard: "Huh. Like a forcefield or something?"

GM: "Could be. It's just this vague shimmering in the air. Like a heat shimmer, but not as intense. You barely saw it." (No GM move. Just clarifying what the player already perceived.)

Wizard: "Okay, I'll slowly move the torch around, trying the find the edges of that ripple."

GM: "Ah! Sounds like you're studying the situation closely! Discern Realities!"

But Why Do the Questions Have to Come From the List?
Yeah, it's partly a holdover from Apocalypse World. And it's definitely the most jarring part of the move. For example, in my moving-the-torch-around-to-find-the-edges example, the player might be like "dude, I just want to find the edges... that's not one of the questions!"

But here's the part that's brilliant: the questions force them to ask something meaningful. Something that will propel the situation forward into action or deeper into context. If you just answer the question "where is the edge of the shimmering effect," you're just encouraging pixel bashing. Seriously. What happens next? Nothing about that answer will propel the situation forward. The Discern Realities questions? They almost always will. (Even "What happened here recently?" will likely add information that deepens the overall scene. "Nothing," you might say, "the way the dust has built up, not just on the bookshelf but on the floor and the bed... no one's been here for years." That's way more interesting and meaningful than "6-inches from the top center book.")

Another reason the questions are great: they force the player to prioritize. What are they looking for, really? Are they more concerned about threats ("What should I be on the lookout for?") or opportunities ("What here is useful or valuable to me?") or deception ("What here isn't what it appears?") or or or. The move forces them to pick.

(By the way, if it really bugs you or them, try this: let them ask more-or-less any question they want, but answer one the questions from the Discern Realities list--whichever one is the closest match. Can't tell which one is the closest match? Ask them questions about what they're hoping to find, or about how they do it, until you know.)

On a 10+, the questions make them think more broadly. They got what they were most interested in, but now... what else might they glean from the situation? This is where I find the most fun happens.

Wizard: "Um, first question... I guess, what is about to happen? I'm trying to figure out what this field does."

GM: "Okay, cool. You find the edges of the shimmering field, about 6 inches from the books, yeah. And as you carefully move the torch closer, the field almost starts to... solidify? No, more like... tense. You're pretty sure it's about to lash out with some arcane force if you get any closer. Next question?" (tell the consequences and ask)

Wizard: "Huh. Okay... um, what is useful or valuable to me?"

GM: "Well, the books, obviously. But... well, yeah. You keep moving the torch around carefully, and you notice two things. First, the field actually seems to be emanating from just one of the books. Out in, like, a sphere from that one. It covers all the others, but, it's centered on one of them. Also, you noticed that the field isn't triggered from the flame, just from the physical part of the torch itself. Looks like energy can pass through it, but matter can't. Last question?"

Wizard: "Oh, hmmm... who's really in control here?"

GM: <pause> "Huh, let me think about that for a sec.... Oh! You guys are! This place... the dust, the musty smell, the cobwebs in the corners... no ones been in this room for months, maybe even years. Yeah, there's some sort of weird protective field around these books, but there's no sign that anyone's gonna be coming back for them anytime soon."

Finally (and this is important to remember): sometimes the answer is a negative. "Who's in control here?" "No one. It's a damn free for all." "What isn't what it seems?" "Nothing. This lady has been totally honest with you." "What should I be on the look out for?" "Not much. This place looks pretty safe."

Yeah, those answers might be kinda boring, but they are super valuable answers. Players can make informed decisions with those answers. They're great.

But the Move Takes Us Out of the Fiction!
Maybe? But it doesn't take you out of the conversation. You're still talking about what's happening in the game, aren't you?

Obviously, this is a personal taste thing, but: I find "immersion" to be somewhat overrated. I don't want to lose track of the fiction, but I don't mind having a conversation about what the fiction entails.

Nonetheless, I try to couch my answers in terms of what the characters actually perceive, and what they infer from that. That helps keep the move grounded in the fiction, a lot.

(Related: they often get better, more immediately useful answers if they discern realities up close and personal than if they just study a situation from afar.)

Another trick: I try to always answer their last question by either making a GM move and/or by switching focus to another PC. That way, the questions and answers blend nicely back into the normal flow of play.

e.g. "...no one's gonna be coming back here anytime soon. Hey, thief, while the wizard's been waving the torch around, what have you been up to? That chest at the foot of the bed seems to be padlocked shut, though the lock has gotten all rusty. What do you do?" (present a challenge that fits a class's skills).

Isn't the +1 Forward Hard to Track?"
Yup, sure is.

It's particularly hard to remember because:
1) it doesn't always trigger (someone has to act on the answers)
2) if it does trigger, it might not matter. Any given +1 bonus only matters on 1 in 4 rolls (i.e. results of 6 or 9, after modifiers).

HOWEVER, the +1 forward does give the GM's answers mechanical weight. If you Discern Realities ask the GM "what here is useful to me?" and get an answer like "um, your sword?" you might have been like "duh." But you get a +1 to hack and slash (or defend, or whatever) if you can act on that information--and it's a pretty easy thing to act on!

And if you forget about the +1 forward? The questions from the Discern Realities list will still be propelling the game, so it's no huge loss. That +1 probably (3 in 4 times) wouldn't have mattered anyway.

In Summary
Discern Realities triggers when a PC takes action in order get more information.

If the player is just asking you questions about what they see/hear/feel/know, and it's stuff that would be obvious, just provide the details. If what they want to know wouldn't be immediately apparent, tell them that and ask them how'd they'd learn it... and that will almost always trigger Discern Realities.

The questions are great because they force the players to ask questions that provide depth, texture, and momentum. They force the player to pick what's actually important to them. The extra questions on a 10+ prompt us (the players and the GM) to think about the situation more deeply than we would have otherwise.

The move can definitely "pull you out of the fiction," but I don't think that's a bad thing. And you can use your answers to put yourself back in the fiction.

Yeah, the +1 forward is easy to lose track of, but think of it as gravy. It's not the main dish, but it's adds something when you add on top.

Obviously, this is all just my opinions and experiences! Your experiences might be very different than mine. But I find Discern Realities to be one of the main drivers of my games.
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Michael Mendoza's profile photo
24 comments
 
It's also prompted me to add details that expand and flesh out the adventure story when people ask questions that I hadn't prepared answers for.
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Colin Kierans

Custom Moves  - 
 
Today's move is pretty simple but I think is a lot of fun to roleplay.

Blog Post: http://vindexus.net/2016/08/25/can-dish-it-out-but-cant-take-it/
Vin Moves site: http://moves.vindexus.net/move/dish-it-out
GitHub page: https://github.com/Vindexus/VinMoves/blob/master/moves/dish-it-out.md

Can Dish It Out, But Can't Take It
When you are insulted by this enemy and have a cutting retort, roll+CHA. On a 7-9 they are taken aback and momentarily drop their guard. On a 10+ the same and all allies take +1 forward when acting against this enemy.
Can Dish It Out, But Can't Take It. When you are insulted by this enemy and have a cutting retort, roll+CHA. On a 7-9 they are taken aback and momentarily drop their guard. On a 10+ the same and all allies take +1 forward when acting against this enemy. Your mother was a hamster!
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Colin Kierans's profile photoRobert Doe's profile photo
14 comments
 
I know my Bard would love to retort a drunk in a bar, just before a bar fight.

Bard: "id like a fruit vodka"
Drunk: "ha, what are you? Some kind of sissy?"
B: "thats not what your mother said last night" ((rolls 10+))
D: turns towards the bard and starts swinging, forgetting about the Bards friend on his otherside.
Friend: "dont forget about me" and grabs the drunk with the +1forward
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Michelle Jones

Discussion  - 
 
Hey guys!! I need some amazing Guild names!! What are your favorites?? 
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Stacey Holiday's profile photoJosh C's profile photo
11 comments
Josh C
 
+Stacey Holiday I already mentioned the Seamstresses.
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Updates!
Based on the votes so far, Shroomkin is coming 1st with 29% of the votes while fungimen and shroomen coming in 2nd and 3rd with 18% of the votes each.

I started to work on one of the interior pieces for the playbook. Ill leave you with the first draft of the line art. #dungeonworld   #mushrooms   #dungeonsanddragons  
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Michael Mendoza's profile photo
 
Is that a shroomkin bard I see before me?
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David Perry

Custom Moves  - 
 
Play Possum
When you feign death after taking damage, give your best death rattle, fall prone, and Roll+CHA. On a 10+, Hold 3. On a 7-9, Hold 1.
As long as you play dead, you may spend hold, 1 for 1, to choose an option:
* Use an item without betraying your ruse
* Don't arouse suspicion when someone closely inspects or loots your body
* Sneak attack and deal your damage to something nearby. If it isn't a killing blow, lose remaining Hold.
* Escape to safety at an opportune time (ask the GM when) and lose remaining Hold.
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David Perry's profile photoChris “HyveMynd” Stone-Bush's profile photo
13 comments
 
Ahh cool. I think that is much clearer now. Cool. :D
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Mark Tygart

Compendium Classes  - 
 
David's Lonely Adventurer compendium class from the Discern Realities podcast? Anyone have it?
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Jason Cordova's profile photoDavid LaFreniere's profile photo
5 comments
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Michelle Jones

Magic Items  - 
 
Hey guys! What are your favorite magic items???
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Robert Doe's profile photoJmz Haz's profile photo
21 comments
Jmz Haz
 
Kinda like applying Numenera's artifacts and oddities as "magic items".
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This will be a DW class. If anyone is interested in providing feedback please write to dwarfaregames@gmail.com . As always those who provide valuable and significant feedback will be given a free copy once the product is done.
 
While we wait for the poll to expire, here is a preview of the cover: #dungeonworld   #mushrooms  
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Josh Frick's profile photoVictor Julio Hurtado's profile photo
4 comments
 
+Sean Milliff  oh yeah, that's coming!

+Josh Frick Indeed, this playbook draws heavy influence from myconids from D&D, the mushroom men video game, fungi and mushroom facts found in biology books and your casual wikipedia article, and also from wonders of the wyld by Awful Good Games.
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