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Messages - timmyd

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Dungeon World / Re: [Draft] New Class: The Noble
« on: February 10, 2013, 11:58:20 PM »
Great class, I really like it!

A few comments:
I would rename Esoteric Training as Elite Education, because esoteric makes it sound like it's really specialized and rare, but really these are topics that are not.

I prefer Hired Assistant to be named Loyal Retainer, but the Desire mechanic is really great.


For the Connections move, why not use a negative approach, similar to the Bend Bars / Lift Gates move of the fighter.

When you put out the word that you need access to something or someone, roll +CHA. On a 10+, choose three. On a 7-9, choose two.
• It doesn't cost a lot of money
• It doesn't take too long before you get results
• You don't need to go out of your way to get it
• You won't owe someone a favor for this


I will continue to review this class.

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Dungeon World / Re: Shapeshifting animist is a poor substitute for Druid
« on: February 09, 2013, 07:16:18 PM »
It's interesting to see how this thread has morphed into something other than the original post.

My comment on the current discussion is that the shapeshifter is sometimes going to be at the mercy of the spirits of the wild. When they are in animal form (I don't think I will allow insects), they may fall prey to natural predators, and they may be overcome by the instincts of their new form. That ought to help me balance things out and keep them from gaming it too much.

Start with the fiction.

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Dungeon World / Re: Shapeshifting animist is a poor substitute for Druid
« on: January 28, 2013, 04:19:20 PM »
Great replies, everyone.

After writing my post last night I reflected some more and realized that the Cleric could really be skinned as a druid with some minor flavor text changes to the spells.

Lucacc, you also provide a really cool idea for using the animal aspects instead of full shapeshifting - I love it.

If I do anything with the True Druid, I'll certainly share here.

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Dungeon World / Shapeshifting animist is a poor substitute for Druid
« on: January 28, 2013, 12:58:28 AM »
The Druid was one of my favourite classes in AD&D.

I've been uneasy with the "Druid" since it was first introduced in DW, however, I can't blame the designers alone. This incarnation seems to be the result of many editions of Dungeons & Dragons (and fantasy RPGs) in morphing the celtic druid into a tree-hugging shapeshifting naturalist.

I'd guess it started back in AD&D, where a Druid would gain shapeshifting ability at 7th level. Since then, every subsequent edition has made the class more and more about shapeshifting, while neglecting the other aspects of the druid.

- keeper of laws and history among the barbarians
- protector of sacred places and shrines
- ritual sacrifice to the gods and spirits (not just to "Gaia")
- nature-based sorcery

I asked the barbarian in the group about if/how his people view spirituality and what he described was basically druidism but we can't call it that because the "druid" is just an animist shapeshifter.

There has been so much love-on for the Druid, but I gotta express a dissenting opinion.

I know I don't have to allow or use the Druid in my game, but one of my players really likes it. I simply wish it wasn't called "druid".

Why not call the class "shapeshifter"?

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Dungeon World / Re: AP: Indigo Galleon (part I)
« on: November 25, 2012, 09:06:34 PM »
I'll update again next weekend after the party continues the adventure.


My initial feedback though... the adventure, as written, lacks the attention grabbing "drop your players into the action" hook

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Dungeon World / AP: Indigo Galleon (part I)
« on: November 15, 2012, 01:57:05 PM »
I ran my first DW session last night with 5 players. It was everything I hoped for!

PLAYERS:
- halfling thief (con-artist and swindler)
- human fighter (barbarian mercenary)
- half-elf druid (of the river delta)
- elf bard (singer and bohemian)
- human wizard (science-crazed hermit)

QUESTIONS
- what were you guarding in the cargo holds?
- (all) what item of gear did you leave back at port?
- (all) what item have you lost in the shipwreck?
- why didn't you try to save the Coxswain when you saw him being swept overboard?
- how badly injured were you in the shipwreck?
- how are you going to repay your debt to Asham "The Cutter" now that your job has failed?

CLIFF's NOTES:
- I didn't like the default starting, so I shipwrecked the player's small craft in the storm, leaving them to be rescued and tended by the fishermen
- a village boy also brings an injured Captain-Senator Balbus and Mabaya, his giant black shaman-bodyguard who is under a sorcerous "life-oath" to the Captain (he wears an enchanted silver collar to enforce servitude, although they have become as close as brothers over their many years together)
- Codcliffe is beyond the reach of the Empire, and they fear any "Imperial entanglements", but they are fishermen, not bounty hunters
- Mabaya sends an osprey as a messenger back to Port Blackstone with word of their situation
- the PCs need to get coin to repay Asham "The Cutter" back home, and Balbus assures them of some reward off of the Relentless if they bring back Mr. Hobart - alive!
- the village boy begins to vomit uncontrollably and breaks out in boils; Mabaya casts a sinister, knowing glare at the PCs and assures them that he can help the child, once they return with the villain (I thought that polymorphing into chickens was too ridiculous)

- the storm is picking up again, and the PCs head to their own shipwreck (completely destroyed) to try and salvage their precious (stolen) cargo of golden artifacts from the temple of the Indigo Tribes (inland)
- the druid ("river delta") shapeshifts into an otter and heads out a few hundred yards to the rocky reef, and then dives deep to the broken hull; she is attacked by a swarm of octopus but manages to escape; there is no (easy) hope of recovering those treasures
- the party continues to the tidal flats and sees the Relentless being tossed amid the incoming tide (and riptides); they also see an abandoned village (the fishermen said this village was abandoned when the nearby iron mine was tapped out, and the few lingering folk turned to worship of an octopus demon)

- the storm is rolling in with the tide, whipping their hair and throwing sand; occasional lighting strikes blast a jutting cliff overlooking the tidal flats
- exploring the ruins for signs of recent activity, a roof collapses, but the fighter throws the bard to safety and is pinned (briefly)
- big rain drops begin to fall and the party heads for the mine, and find a smoldering firepit near the entrance (the lookout went to warn his companions)
- the halfling thief scouts ahead into the torchlight chamber, but is spotted - he darts back into the tunnel and hides behind some debris
- the party ventures down the tunnel to meet the ruffians (thief remains hidden); the bard attempts to be charming, and asks "whom do you serve?" (answer: we were Mr. Hobarts marauders - now Pete is charge); but the ruffians get to turn it around and they ask the same question... the PCs reply that they serve (currently) Captain-Senator Balbus!

- blades and bows are drawn and the action kicks off
- we get fist smashes, magic missiles, axe blows, volleys of arrows, leaping into pits (and missing the chain), and several ruffians flee down the other passage
- the party lick their wounds, but the Wizard's healing spell (dripping acid from his hands that sizzles and sutures the wound) gets completely out of control until fountains of acid are flowing from his palm and corroding the floor of the mine! the whole place begins to collapse!
(somehow the party found out that the ruffians are trying to rescue Mr. Hobart)

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Dungeon World / Re: True Knight (paladin variant)
« on: October 30, 2012, 01:56:38 AM »
I really like the direction of this.

I've just started a new game, and the paladin player is trying to downplay the religious zealout and espouse chivalry and honour as paramount. We may use your class variant - if so, I'll provide feedback here.

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