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Messages - KevinWeiser

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Dungeon World / Creating new spells
« on: April 17, 2013, 05:42:16 PM »
One of my players wants to make his own spells, so we're working on some moves for that. Here's what we've worked out so far:

When you cast a spell you have not mastered, discuss the particulars of the spell with the GM, decide what level the spell will be, and roll +Int. You may only attempt to master a spell of a level you can currently cast.

On a 10+ You cast it no problem, and hold +2 Mastery.

On a 7-9 you cast it but the GM gets to modify the spell in some way: Range, Effect, Targets, etc. The spell goes a little wild. In addition you hold +1 Mastery.

When you attempt to master a spell, take a few hours to commit it to your spell book, and spend your held +Mastery. When +Mastery spent is equal to twice the level of the spell, you may add it to your spell book. You may only hold Mastery towards spells equal to your Int modifier.

So if you have +2 int you may hold mastery towards two separate spells. If you'd like to start mastery on a 3rd spell, you must release the held mastery, erase the spell and replace it with the new one.

You may also gain +1 Mastery by:

Spending time in a place of power, studying your spell.
Asking beings of great power for understanding, at a cost.

Dungeon World / Custom Move critique
« on: February 21, 2013, 04:12:08 PM »
When the mighty metal minotaur charges you, roll +Dex

On a 10+, you avoid him no problem and his vulnerability is momentarily exposed.

On a 7-9, he is exposed and choose one:

  • You are trampled underneath, take 1d10 damage
  • The minotaur gores you with his rune-etched horns, doing 1d6 damage and healing himself the same amount
  • You are knocked back and into the air, momentarily stunned with the wind knocked out of you


Monsterhearts / Ghoul Questions
« on: August 12, 2012, 07:40:21 PM »
1: Ghoul Sex Move:

"When you have sex with someone, add “having sex with [this person]” as an additional Hunger. If you already have this Hunger, mark experience"

What if it's already been established that you're having sex with someone before the game starts? Can you start with Hunger [My boyfriend] or does this have to happen in play?

2: Ending Move

"You remember how you died. When you tell someone about it, give them the Condition morbid, and roll to turn them on."

In our game, the PC used this move on an NPC. I interpret this rule to mean that NPC automatically gets the condition morbid, then the PC immediately gets to make the Turn Someone On move with the +1 from her being morbid.

The MC, on the other hand, was believed that Conditions are only used to put a NPC at Advantage or Disadvantage, and the +1 to rolls vs. them does not apply, that's for PC's only. Can we get clarification on this?

Dungeon World / Capture not kill i.e. subdual damage
« on: June 30, 2012, 03:56:46 PM »
I'm looking to have a PC's village infected by a kind of lycanthropy, with lots of scenes of loved ones suddenly and involuntarily changing into horrible monsters and the like. I imagine the PC's are going to want to subdue these creatures.

Any advice for how to handle this mechanically? In good old 3rd ed D&D, you could deal "subdual" damage with a penalty to hit. You still did your full damage but when the target dropped to zero they were knocked out instead of killed.

In DW terms, would this be kinda like "interfering" with yourself? Pulling your punches, as it were?

Dungeon World / Defend vs. Defy Danger
« on: August 04, 2011, 08:50:11 AM »
Last night we ran a Dungeon World game and a rather interesting semantic argument came up. A lizardman was menacing the wizard with his spear, it went something like this:

GM: "The lizardman snarls and says "Mmmm tasty elf!" and tries to stab you with a spear, what do you do?"

Player: "I hold up my bag of books to defend myself"

GM: "Ok, so you're defying the danger of the lizardman!"

Player: "No, I'm acting in the defense of a person or thing, the person being myself."

This got argued to a stalemate, I (the GM) eventually just let them use Defend to keep things going, but this strikes me as pretty wrong. In my mind, Defend is used to describe an interaction between three parties: you, the thing you're defending, and the thing attacking it. Defy Danger is used to, well, defy any danger that's threatening YOU.

Any advice on this?

the nerve core / Re: The Walking Eye plays Apocalypse World
« on: April 04, 2011, 06:38:59 PM »
We've now completed our full run of Apocalypse World. 4 Sessions, a review, and an interview with Vincent.

You can check them all out here:


Kevin Weiser

the nerve core / Re: The Walking Eye plays Apocalypse World
« on: January 24, 2011, 11:25:31 AM »
Yeah, we got it worked out by the end of the session. Thanks, glad you're enjoying it!

the nerve core / Re: The Walking Eye plays Apocalypse World
« on: January 24, 2011, 10:34:20 AM »
Episode 2 is up! A lot more plot development in this one, but the shit really hits the fan next session, which will be going up this week (i hope)

the nerve core / The Walking Eye plays Apocalypse World
« on: December 23, 2010, 06:29:34 PM »
We've started our run-through of Apocalypse World on The Walking Eye Podcast.

We've got one episode out, one in the can, and will be doing two more, followed by a review of the game and an interview with Vincent. <-- this is a link to the category Apocalypse World, so it'll show you every related post as it gets added.


Apocalypse World / Re: What Honesty Demands
« on: November 01, 2010, 10:53:29 AM »
Gotcha. So, really what I should have said is "he says this, but you know it's a trap" and then answer the *real* question with something like "if you convince him that Mother (the grotesque) is a horrible monster, he'd abandon her. Good luck with that."


Apocalypse World / What Honesty Demands
« on: November 01, 2010, 10:28:29 AM »
Hey folks,

So I've got this Hocus in my game named Acacia, a 7 year old girl who sees crazy visions and whatnot. There's a grotesque that wants her for her own nefarious reasons. This grotesque has a right-hand man named Flint, who runs a cult, which is a front man for the grotesque's nefarious machinations.

So last session, Acacia went to try to convert Flint over to her Family. She read him, and asked the question "What can I do to get him to convert."

I answered "If you agree to come visit Mother (the grotesque, but Acacia doesn't know that) and listen to our offer, I'll come join your family."

The problem is, this is a lie. Flint's not gonna join her cult. Flint just wants to lead her into a trap, get Acacia alone and separated so they can do terrible things to her.

Does this run into conflict with "What Honesty Demands"? Of course, Acacia's player knew she was walking into a trap, and she was all for it, but I wonder. I even cracked the ol' "It's a trap!" exclamation to make sure everybody knew what was going down.

Still, what does honesty demand?

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