I need a compendium class with some archaeology treasure hunter moves. The thief in my game really wanted something more like that. I can write some new moves based on int and scholarship (he put his 16) in int without me catching it but if there something out there that folks know of I would rather adapt than create wholesale. I want to be a fan of the characters. My googling has come up short.

Ce post a une pièce jointe.
The other PCs are making a run for the airship, but the Paladin falls back. "I'll stop in the archway, turn, and face the Usurper's soldiers. Sword at the ready, they aren't getting past me."

Cool! We all agree that she's Defending. She rolls it, 10+. 3 hold! Sweet.

The four soldiers fan out, size her up. She waits. They rush her! What do you do?

"Give a little ground so they can only come at me two at once, block their blows, cut them down as I'm able!"

How do you resolve this?

(Assume that you talk it out with the Paladin, agree on what's fair, etc. Also, of course you can Defend yourself. It's right in the discussion of the Defend move, page 62 )

Option A: The Paladin rolls to Hack & Slash, and we resolve that move. Because she's fighting, she's no longer standing in defense and loses her Hold.

Option B: The Paladin rolls to Hack & Slash. It's a 7-9. The Paladin rolls her damage and cuts one of the soldiers down, but they make an attack against her... let's say d8+1 damage. The Paladin spends 1 hold to halve the damage, then spends 1 more hold deal damage equal to her level to one of the other attackers (not enough to drop him, but he felt it). The soldiers back off, warry. The Paladin still holds 1. "What do you do?"

Option C: The Paldin spends 1 hold to halve the attack's damage/effect, so she takes d8+1 damage, halved. She spends 1 more hold to deal her level in damage to one (or maybe both) of the attackers. They're still up, but maybe back off a little, two of them on her, two behind them. The Paladin still has 1 hold. They renew their attack, what do you do?
les votes sont visibles par tous les internautes
Image dans une option de sondage
B: Hack & Slash, spending Defend hold
C: Take damage, spend Defend hold
1 %
A: Hack & Slash, lose all Defend hold
34 %
B: Hack & Slash, spending Defend hold
65 %
C: Take damage, spend Defend hold

You know the Scenario Packs in the Beyond The Wall RPG? I'd love to use something like it in my DW games. Has anyone published something like this standalone so I don't need to buy a whole game that I won't run?

In light of the recent Defend poles, i thought id give defend a look over.

Its something that has come up many times in my games and a topic of much discussion in past here at the Tavern.

So, one problem ive run into with Defend, that has been over come with a sense of reluctance, is that it specifies 'attack' and is gagged towards physical damage and attacking damage. Sure, this had been worked around, but it leaves a bitter taste in my mouth afterwards.

Second, is when a player takes to defense before the actual threat is near, then rolls a 6-. The GM moves can at times feel forced. We make it work at the table, but it just doesn't always feel smooth.

My thoughts are as follows:
1) Don't roll before the under threat. After all that's why we roll. When there is a chance of failure.

2) Remove anything that deals primarily with numerical damage. Though it's not specifically stated that way in the current move, it leans that way and can influence the thought process of players and GMs.

Rough ROUGH draft follows:

Rather than rolling to take up a defense. Just portray the player taking such a Stance. "I take up a defensive position in the passage and give my comrades time to flee".

When you defend a person, place or thing, your demeanor changes and you take a more defensive stance. So long as you maintain a defensive stance, you can only react to actions taken against that which you Defend. You gain +1 to rolls made in defense. Changing your stance while under threat is dangerous and may call for a GM move.

This is my preliminary thoughts and would appreciate feedback. Thoughts?

Ce post a une pièce jointe.
I Think I Am Moving to RPGgeek.com

I am increasingly sad that Google+ is closing down and I haven't quite found my footing with MeWe or any of the other proposed social media options.

However, I think I have finally found a home and I would invite all of you to join.

I am heading to RPGgeek.com and I think I have a pretty good case for it, having been a heavy user of it's parent site, BoardGameGeek.com, for years.

1) RPGgeek.com is run by a small company that is okay with being in a niche market. They make money off of ads that are specifically targeted at the populations that use their sites (as much as they can get), their own store that sells items that their population would be interested in, by running their own conventions, their Youtube channel (which could really use some RPG content, and probably would with a larger user base) and through partnership deals and convention appearances.

2) They are not closing shop any day soon. In fact, they have been expanding their full time staff.

3) Community spaces exist tied to the games themselves. Just go to the Dungeon World entry on RPGgeek and you will find forums (that support polls), an area of linked videos, pictures, an uploaded files section (they will host the files, linked items that are part of the games ecosystem (and a process in place to add more to the database), a place to link to relevant websites, a place to link to relevant companies, the ability to find other users that own the same game, and much more.

4) You can subscribe to threads and be notified of updates to them.

5) You can private message people and search their past posts if you like what they have to say.

6) You can create your own communities, which take GeekGold (which you can purchase, but can also be gifted or earn), that have most or all of these tools for your specific community and you have some level of moderation over those communities. Those communities also have their own Calendars.

7) It has it's own internal blogging platform that you can share publicly. You can even maintain more than one blog (Kind of Like Google Plus' Collections, which I personally loved). They even have RSS feeds from them and you can link the content to places outside of RPGGeek (you can't do that on MeWe).

8) You can keep a list of all the games that you own (if you like) and that can springboard into further community connections.

9) You can upload photos, lots of photos, or files AND you can designate "All Rights Reserved", "Creative Commons", or "Public Domain" for the licensing of those files.

10) As the RPGgeek population of active users grows, so will RPGgeek.com and with that growth will come more investment in the platform and the network effect of being one of the go to places for RPGs on the Internet. That same thing happened for Board Game Geek. It is the defacto juggernaut in the hobby board gaming space and, for the most part (though I am sure there are counter examples), they have been good stewards of that placement.

11) The platform promotes podcasts. If you have a RPG related podcast, you should add it to their catalog which will then consume the RSS feed and regularly update the site when new shows appear (and you can listen through the site itself).

12) Geeklists are are very flexible tool for all sorts of things.

13) You can sell things through their marketplace and they take only a small cut.

14) You can set up trade lists and wish lists and you can search the site for people looking to buy, sell, or trade the things that you are interested in.

15) They care about gaming.

So, in the coming months, I am going to try switching my stuff to RPGGeek.com. I am morlockhq on it and boardgamegeek.com. I am hoping to add a separate blog for each of my collections, The Dungeon World Gazetteer being the most relevant to this community. Check it out for yourselves and I hope to see you there.

Post partagé.
Version 4 - Novice Edition

Hello everyone,

I am very proud to present the latest full revision of #CirclesOfPower which I am referring to as the Novice Edition. This version of the materials includes some new moves, and the full setting information.

I welcome your feedback and thoughts about this version of the game!

Ce post a une pièce jointe.
Hey all! I'm a long time GM and also an artist. I got into illustrating my players' characters for them and then people outside my group started commissioning them. I recently lot my day job so now I'm working part-time and supplementing with freelance. So, right now is a great time to get some custom character artwork done if you or one of your players is interested. Thanks!

Ce post a une pièce jointe.
We just went live. Now time for a tsunami of stress :)
The Wyrd of Stromgard
The Wyrd of Stromgard

Ce post a une pièce jointe.
Here's a homebrew class I've been working on and would love some feedback before I work on putting it into a playbook template. It uses Inverse World style drives and backgrounds.

Credit to Inverse World for a few borrowed moves and S. John Ross for his God of Cookery concepts from Uresia, Grave of Heaven.
The Gourmet Draft
The Gourmet Draft

Ce post a une pièce jointe.
It's bedlam! The bat-things are flying all over, attacking everyone. The cultists are in disarray, fending off bat-things and trying to get their bearings. It's mostly dark, just a few braziers and starlight lighting the open-aired tower.

The Fighter rushes through the chaos and chops through the manacles, freeing the young lad who was going to be a sacrifice to the Night God. The Fighter then starts ushering the lad toward the exit. "I'm leading him by the wrist," she says, "sword out and ready for danger." We agree that this Defend and she rolls, gets a 7-9, holds 1.

We cut the action to one of the other PCs for a bit (the bard, wresting with the cultists on the tower's edge). That exchange resolves with a cultist plummeting off the edge and the bard making a dash toward the stairs.

We jump back to the Fighter and the lad she freed. They're making their way through the chaos, trying to make it to the stairs, too. There's plenty of danger: the darkness, the bat-things, the cultists! The Fighter Defies Danger (with DEX, or INT, or even CHA... whatever. On a 7-9, maybe they get to the stairway but there's a cultist coming up from down below.

Doesn't matter, though, because the Fighter rolls a miss. The obvious move is separate them, and I say "as you're dodging and ducking through the chaos, there's a scream and the boy's wrist is snatched from yours, a couple cultists are dragging him away, knife at his throat! What do you do?"

The Fighter, though, is like "Oh no they don't! I spend that 1 hold from Defend and redirect their attack to me. Before they grab him, I yank him in front of me, so I'm between him and the cultists, then I spin and lash out at them. Hack and Slash?"

What do you think? Hack and Slash? Or does the Fighter just get grabbed/stabbed by the cultists?
les votes sont visibles par tous les internautes
Image dans une option de sondage
No, Fighter gets grabbed/hurt
Something else entirely (see comments!)
25 %
Yeah, Hack and Slash
71 %
No, Fighter gets grabbed/hurt
4 %
Something else entirely (see comments!)
Veuillez patienter pendant le chargement des autres posts.