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Messages - gnome7

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1
This is awesome. It has been backed!

I am wondering if there is a way to contact the authors privately through e-mail or some such?

I have an email address on the Kickstarter page, and I am fairly sure KS has a private messaging system too. I check both of those things more often than I check this forum, in any case.

2
I'd appreciate if you didn't start pirating out the playbooks before the kickstarter is even in its second day. We are considering putting the playbooks on creative commons, but the entire book will not be. It is fine to share it with your friends, and you can share the previews as widely as you like, but I'd like to keep the full versions of the playbooks available mainly to backers.

Hey gnome7, maybe there was a miscommunication. I wasn't planning to share the playbooks. What I meant is that if the final version were going to be released under certain Creative Commons licences, then I could have advertised that fact to the free culture community so they can back the project too.

Ah, I understand. Currently, the playbooks will be entirely creative commons, but the book itself will not be. This could change with a future stretch goal, similar to how Dungeon World's kickstarter did it.

3
Looks great, gnome7!

Are you planning to release it under a Creative Commons Attribution licence like Dungeon World? If so, I can promote it broadly to the free culture community.

I'd appreciate if you didn't start pirating out the playbooks before the kickstarter is even in its second day. We are considering putting the playbooks on creative commons, but the entire book will not be. It is fine to share it with your friends, and you can share the previews as widely as you like, but I'd like to keep the full versions of the playbooks available mainly to backers.

4
And the Inverse World Kickstarter is live!

We've got your digital tier, your physical book tier, a physical book tier that comes with cool stuff (all the ones after this also come with cool stuff), your tier where Mikan doodles words in your book before sending it to you, your tier where I doodle pictures and words in your book before sending it to you, your international tier because international shipping has gotten really rude lately, and those expensive tiers where we work with you to make something cool and unique.

Wait, cool stuff, you ask? What could that possibly be? How about...



...postcards from select cool locations from the Inverse World setting? Featured above is the Cloud Seas, and there's plenty of other cool places besides. There will be five in total, and we'll reveal more as I finish more concept art/our awesome artists get them done.

Also, as promised before the kickstarter even ran, all backers will immediately receive the full Inverse World playbooks, completely up and ready to run! And if you don't feel like backing without a sample, there is a link to the playbook previews buried in there too. Check it out!

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Dungeon World / Dungeon World Playbook Bundle 2
« on: April 26, 2013, 01:08:37 AM »
A bunch of playbooks from myself and Adrian Thoen have been bundled together on DTRPG! This package deal is almost half off the price of buying each playbook individually.

http://rpg.drivethrustuff.com/product/113201/Dungeon-World-Class-Bundle-2-%5BBUNDLE%5D



The first playbook bundle can be found here: http://rpg.drivethrustuff.com/product/108806/Dungeon-World-Playbook-Collection-%5BBUNDLE%5D

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Dungeon World / Re: The Dashing Hero (new playbook)
« on: April 04, 2013, 11:57:33 PM »
http://www.mediafire.com/view/?5ll5p66cp36xn33

Alright, a preview edition of The Dashing Hero is now available, so you can look before you buy! And you can see for yourself that this fills a niche The Bard does not. The Bard may also be charismatic, yes, but The Dashing Hero is the guy he sings songs about.

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Dungeon World / Re: The Cultist
« on: April 04, 2013, 11:56:11 PM »
http://www.mediafire.com/view/?0rjn6acspc0hshl

I have created a preview for this class, so you can look before you buy. Woo.

8
Dungeon World / Re: The Dashing Hero (new playbook)
« on: March 08, 2013, 12:30:25 AM »
I don't get it. Isn't this just what a bard can do?

This looks like a bard, only with less instruments.

I quite like the artificer you made, that one filled a hole in the game.

Mmm no, this isn't what a bard can do. There is some overlap, yes, but this is much more of a swashbuckler than The Bard is even capable of being. I guess I showed too much of the charisma based stuff in the previews, but the class is mostly based on DEX:

Daring Devil (DEX)
When you laugh confidently before performing a crazy acrobatic feat, describe it
and roll +DEX. On a 10+, choose three. On a 7-9, choose two:
• You end up exactly where you want to be
• You don't attract unwanted attention
• You grab someone nearby and bring them along with you
• You show off and feel fantastic about it - take +1 forward

True Love and High Adventure
When you attempt to enact a daring plan OR defend the honor of a friend or lover,
gain 3 hold. You can spend 1-hold to take +1 to any Parry, Defy Danger, or Daring
Devil roll made to advance your daring plan or defend their honor. You lose all of this
hold after successfully defending their honor or finishing your plan.

Anything You Can Do...
You are a quick student, and a bit of a showboat. When you Make Camp,
choose one move another player knows and gain hold equal to the number
of bonds you have with that player. You can spend 1-hold to use that move.
When you Make Camp, lose any remaining hold from this move.


The Dashing Hero is not a bard without music magic. He's a showoff and an unrivaled swordsman. The difference between The Bard and The Dashing Hero is the difference between a scholarly monk and a holy paladin - they are both in the same vein of hero, but while the former is knowledgeable and wise, the latter is up-and-at-em and brave. This isn't to say you can't play a reckless or adventurous bard, but The Dashing Hero specifically caters to that style of play, so you don't need to force The Bard to fit into that role.

9
Dungeon World / The Dashing Hero (new playbook)
« on: March 05, 2013, 11:29:31 PM »
The Dashing Hero (click here for link)

There are monsters afoot in Dungeon World. Dragons about, demons a-lurking, and giants a-smashing. Alas! What brave hero dares to challenge such impossible beasts? Who would dare to fight evil and also look absolutely fabulous doing it? You would, of course. Be it atop a noble steed or hanging from a rope or chandelier, you always charge into battle to save the day. That's what a hero does, right?

When hard times fall upon the world, you're always there, with a sword in one hand and a lover in the other. When the demons come a-knocking, you answer the door. When the dragons burn down the city, you're right there to nip at his heels. When the giant is smashing down the town walls and everyone else is running for cover, you're jumping on top of him from the parapets.

You are the Dashing Hero, and you're always there to save the day.

--------------------------------------

The Dashing Hero is a charismatic and daring hero, along the lines of the Three Musketeers, the Legend of Zorro, or the dread pirate in Princess Bride. The core of the class is based on the Swashbuckler compendium class, found here. The final result has been expanded upon significantly.

For your consideration, some moves from the class:

Parry (DEX)
When you parry an enemy's attack with your blade,
roll+DEX. On a 10+, choose 2. On a 7-9, choose 1:
• You take no damage.
• You deal damage equal to your level to your opponent.
• You lock blades with them, keeping their full attention.

Plan of Action
There is always a chandelier, rope, window, cart, easily-spooked herd of livestock, or similar unusual environmental hazard handy in any situation in which it would be
convenient for you and remotely plausible.

Famous
All but the most under-a-rock hermit have heard of you and your deeds. When dealing with an NPC who respects you, you can offer your autograph as leverage for Parley. When you also give them something valuable from your adventures (a weapon you've used, a noteworthy treasure you've found, or a memento of a past love or victory), they will do anything you ask of them without question or needing to roll Parley.

Now I Have The Upper Hand
Add the following options to Parry:
• Disarm your opponent, sending their weapon flying across the room.
• Steal a visible item off of their person. They don't notice it's gone until you inevitably flaunt the fact you have it.

A Knight in Shining Armor Appears
When you dramatically appear in the middle of a tense situation, deliver a quick speech and roll +CHA. On a 10+, all three. On a 7-9, choose two:
• You defuse or intensify the situation, your choice
• You draw attention away from any number of your allies
• Your speech isn't interrupted, by word or violence

Loyal Fans
Requires: Famous
When you speak to a group of your fans, roll +CHA. On a 10+, hold 3. On a 7-9, hold 1. On a miss, they give you the paparazzi treatment. Spend your hold 1-for-1 on the following:
• bring people forward and deliver them to you.
• bring forward all their precious things.
• unite and fight for you.
• fall into a frenzy of emotion: joy, sorrow, or rage, as you choose.
• go quietly back to their lives.

10
Dungeon World / Re: Alternative Playbooks
« on: February 26, 2013, 04:41:16 PM »
Double post but the update is live! Major overhaul to both The Mage and The Artificer, check 'em out.

Made a typo on The Artificer, the link has been fixed with the fixed version.

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Dungeon World / Re: Alternative Playbooks
« on: February 26, 2013, 04:14:46 AM »
Double post but the update is live! Major overhaul to both The Mage and The Artificer, check 'em out.

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Dungeon World / Re: Alternative Playbooks
« on: February 25, 2013, 05:19:44 PM »
Well, the main reason it's not Ignore Armor is because the options aren't exclusive - you can pick both Piercing 3 AND +1d8 damage. And on top of that, you can still pick +1d4 damage or Piercing 2 from the Battle Mage options, if you want to really make sure you hurt a guy bad. A Lightning Bolt from the heavens might be "Near, +1d8, Piercing 3, Piercing 2," at which point you've stacked it up to 2d8 damage that may as well ignore armor. Or make it 2d8+1d4 with Piercing 3. There's options here.

That said, thanks for the feedback! I've gotten a lot of good feedback on the new version already, and it'll have a few more tweaks before I update the one on DTRPG.

13
Dungeon World / Re: Alternative Playbooks
« on: February 25, 2013, 04:35:51 AM »
The Mage has undergone a fairly massive overhaul, for those still interested. It is already the most popular class from the playbook packet, but that just means I got a lot of feedback about it, and I put that feedback to good use. Take a gander!

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Dungeon World / Re: Mage ? Just got the new classes.
« on: February 14, 2013, 11:27:49 PM »
This conversation also popped up on the Something Awful forums, and someone had a really good answer that I thought was worth reposting here:

Quote from: slydingdoor
I'm running a game with a mage of the Mask, as well as a druid and a thief who expressed some concern early on about how powerful "Cast a Spell" was. I put some thought into it and ended up satisfying everyone by emphasizing the robustness of the trigger. In my interpretation the "catches" picked from the list exist to give the player a sense of control over the costly consequences of casting a spell, and it's my vigilance in making sure the move is properly triggered that balances it.

Quote from: The Mage
    When you use the chaotic and unpredictable power of magic to deal with a problem right in front of you, roll +INT. On a 10+, your spell helps to solve the problem, but choose one from the list. On a 7-9, the spell takes effect, but choose two, or let the GM choose one:

I decided that the move even on a 10+ could only "help to solve a problem," and not solve it on its own, and on a partial success the spell need not help at all, since it only stipulates that the spell takes effect. Then I looked at the "right in front of you" clause, and decided the move only really helped with problems that were in his face or that he was aware of and paying attention to. Further, I decided that the effects of the spells should rarely put pressure on the other players, usually only the Mage. They only interacted with other people's problems if the Mage made them his problems and vice versa. Thus, at its best Cast a Spell can't ever solve a problem let alone everyone's problems at once, only buy time and create space for non-spell solutions; at its worst, it can't make things worse for the other characters unless they were counting on that spell to help solve their problems.

Also I suspect DMs are not really emphasizing that magic is "chaotic and unpredictable," so you can easily get a player to not spam it just by saying, "the Mage knows magic can't solve this problem," and even follow that up with "tell me why and what you have to do instead." That's using Reveal an unwelcome truth/Show a limitation of the class DM moves make sure everyone remembers they're all playing the same game.

Once the player got away from trying to describe the mechanisms and manifestation of the spell divorced from the problem it was intended to solve, and realized that his character needed to face problems to trigger his move it became easy for me to make him part of the team, not a second DM with disproportionate control over the pacing of the game and problems that would face the other players.

Somewhat related, I suspect my group's satisfaction might also depend on the party mage's Mask alignment. The player's opinion was that it the best Spell Focus because it's the only really versatile Aligned aspects and simultaneously has the most restrictive Opposed ones. I haven't thought about it deeply but the other schools do seem one-note and potentially unhinged by comparison.

To go more in depth, since his magic cannot do brute force, it doesn't shore up the stereotypical mage's dump stat, strength, and almost never does damage. He had to rely on his party members for that and started allocating points to dex so he could shoot at things when necessary. Since his spells cannot break facade, they have to be plausible in the fiction and neither handwavey nor showy. That means all his possible spell effects, aligned or not, are inextricably linked to the fiction, so I can do things like explain that his illusion drew upon its subject and audience as much as his direction. For example, the druid smelled an NPC they knew around a bandit hideout, the mage intended to use an image of the NPC to distract a bandit on patrol and find out whether that NPC was kidnapped by or in league with them by checking the patrolman's reaction. By making the image of him carrying her off in his arms and getting caught up in the moment I revealed that the NPC had been kidnapped and furthermore had ideas about being valiantly and romantically rescued by the Mage! Once they got into the hideout I then revealed that the NPC had felt him supernaturally calling out to her, and had threatened (and effectively warned) the guards of his magical powers and the fact that he was coming.


15
Dungeon World / Re: Mage ? Just got the new classes.
« on: February 14, 2013, 01:15:30 PM »
The Mage does not have a spell list - it was created explicitly to get away from the silly idea that you need a list of spells to do magic. With The Mage, you make up what you want your spell to accomplish on the fly, and depending on how well you roll determines what sort of limits the spell has. The spell will always have consequences, even on a 10+, because making up any sort of magic effect you want is a very powerful ability.

A 9th level Mage doesn't explicitly cast spells better than a 1st level one, that's not the point of Dungeon World. Dungeon World has a very flat leveling curve, which is one of the best things about it - don't relegate Mage spells to any kind of 'level' thought process. A 1st level Mage of The Dragon can burn down a city almost as well as a 9th level one, but the 9th level one will probably have some advances to make it go smoother and burnier.

The Focus benefit used to be a straight +1 to your Aligned spells, but this was essentially too good. However, having no benefit at all didn't make much sense either. So instead, it is a reasonable bonus that mostly helps in three situations: When The Mage is laden with INT penalties, when The Mage has -forward penalties he wants to ignore, or when someone with crappy INT multiclasses into Mage and still wants to spellcast. It ensures that at least your Aligned spells will usually work well.

Yes, the Mage rolls their class damage when dealing damage with their spells. It's the entire reason they have a d8 in damage.

I hope that helps!

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