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Topics - MrPrim

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1
Dungeon World / Front Help? Trolling for Ideas
« on: January 17, 2013, 10:21:58 PM »
So, I'm sort of kicking around ideas right now, working on a Front.  Right now, I've got the Main Danger of the front, the partially-embodied spirit of a great wyrm/dragon god/scary elder evil.  I know what his motivation is and the sort of things he plans to do.  What I don't have are other Dangers to round out the story yet.

The idea, so far is that the Evil Dragon was incompletely resurrected by a spell interrupted by the players.  Now a weak shade of its true glory, it has to fly around putting itself back together, consuming arcane power (I'm thinking one of the next few adventures will be in a haunted keep where he's eating ghosts to refuel his ecto-batteries), finding its Name and maybe its Heart or stuff like that.  Along the way, it will be summoning weaker dragons and drake-like beings to itself - probably getting a lizardman army or a horde of orcs (probably not orcs, too cliche) or something.  Anyways, I'm fine with that....  I need other Dangers to throw  into the mix, other actors to complicate the story.

I started off with some notes about a group of Dragon Hunter Knights who seek power through dragon-eating, but I found it sort of silly (and am only NOW just seeing the Skyrim in it, hilarious).  Beyond that, I'm drawing a blank, so I thought maybe if I toss it out into the crowd, somebody might, at least, spark my own brain juices.

Or maybe I should just wait until I'm not so tired... either way.

Anyway, here's what i have of the Front so far:

THE RETURN OF THE STORM WYRM

DANGER
THE NAMELESS DRAKE (LORD OF THE UNDEAD/DRAGON)
Intent:  to seek true immortality
GRIM PORTENTS
  • The Lesser Flights converge
  • The Drake consumes power
  • The Name is uncovered
  • The Drake returns to Life
Impending Doom:  Destruction

2
Dungeon World / Cure Light Wounds: A Problem
« on: January 17, 2013, 04:53:34 PM »
Alright, so the players are deep in a dungeon (in this case, they were trying to retrieve a stolen item).  They've taken some damage, fought some goblins and an otyugh, and they get a moment to breath.  It's not enough time for a real rest, just a few seconds to catch their breaths.

The cleric decides to start healing, after all, it's what a cleric does...  and... oh look, 7-9.  He's already taken a -1 and he's not happy to go down further.  He CAN'T choose to lose the spell, because it is utterly vital - he knows that he has three other people to heal AND there's a good chance this first person will need to have the spell cast again.  So he has to choose the Draw Unwanted Attention/Whatever the Wording Is.

Now, I, as the GM, feel stuck.  The whole point of giving them a few minutes of rest is so that the game doesn't descend into a mad slapstick madness.  I want them to get a break, even if it's just a short dramatic pause for the players and their characters to unwind between high energy scenes...  but that looks like it's gone out the window now.  The games very rules have decided that our pacing was going too slow and now I have to introduce SOMETHING ELSE into the already madcap, slapdash comedy of errors the dice have generated up until this point...

What do you all do in these sorts of situations?

3
Dungeon World / New Wizard Race: Storm Gnome
« on: January 09, 2013, 07:20:01 PM »
One of the players for my upcoming, first ever, DUNGEON WORLD game, asked to play a Gnomish Storm Wizard.  I whipped up this racial for him...  any thoughts?

Storm Gnome - Your elemental heart beats with the crash of thunder.  Storms always count as places of power for you for the purpose of performing Rituals.

4
Dungeon World / Living Dungeon World
« on: August 23, 2012, 06:02:42 PM »
Saw this in my blog roll today, thought I should share:

http://RyanMacklin.com/2012/08/launch-of-living-dungeon-world/

5
Dungeon World / Share Your One Line Game Starters
« on: August 02, 2012, 09:20:11 PM »
Building off of my other thread.

DW suggests starting your game in media res, placing your characters in a situation and asking them "What do you do?"

Give me some ideas of one-line adventure starters that you've come up with.

6
Dungeon World / How Would You Prepare For This?
« on: August 01, 2012, 02:50:44 PM »
So, I'm trying to do some internal preparation for running a Dungeon World game soonish.  I feel like I'm having trouble getting into the right mindset.

The idea I have right now is to run the players through a classic dungeon crawl.  Something a little incoherent, with rooms deep inside caves that are full of wolves for no reason.

If that was your goal, to run a classic, slightly incoherent, dungeon crawl how would you prepare for that day?  What would you do before you get to the game?  What questions would you ask during character creation?

Imagine this is Iron Chef.  The Chairman has just pulled away the lid and revealed the secret ingredient ("CLASSSSSIIIIIIC DUNGEON CRAAAAAAAAWL!"), make a meal to wow the judges.  Stay away from the ice cream maker, for that is a trap to lure you into flying too close to the sun.

7
Dungeon World / GM Cheat Sheets?
« on: July 29, 2012, 08:24:38 PM »
Anyone have any premade GM Cheat Sheets?

8
So, I’m not in any way sure that this is the best way to do this.  The more I look through various settings and add-ons for Dungeon World, the more I start to feel like I’m adding all sorts of useless-doohickies to something that doesn’t need the added complexity.  Also, I’m getting that “Making things that neither I, nor anyone else, will ever use/wasting my time/should just go eat fudge” feeling.

Anyways, my delving into the Psion has made me look back at Eberron and remember just how much I enjoy that setting.  Now, there’re a lot of complications that Eberron includes that wouldn’t be particularly Dungeon World-esque… over-complications, if you will.  But you can’t run Eberron World without including the Dragonmarks in some way.  So, here’s my little idea.

-   - - - - - - -

In order to take a Heritage Class, your history must include some prerequisites.  If you are qualified to take a Heritage Class, while in character creation, you may replace your Racial Move with a Heritage Move.  Characters with a Heritage Move can then take a number of other Heritage Moves as if they were class Moves whenever they level up.

Example Heritage Class:

THE DRAGONMARKED

You are the scion of one of Eberron’s great Houses, gifted with a birthmark that pulses with arcane might.  In order to be Dragonmarked, you must be the child (legitimate or otherwise) of a member of one of the Dragonmarked Houses.  When you choose this Heritage Class you may replace your usual Racial Move with the following Heritage Move:

LEAST DRAGONMARK
You gain a magical birthmark of twisting, scintillating lines.  This birthmark marks you as an important person in the world of Eberron, a scion of one of Khorvaire’s great economic powers.  Choose one Mark and its associated move.  Make sure that the Mark and its associated House fits with your race/family/history (the complexities of which are too much for this fan-conversion):
-   Detection – see something hidden.
-   Finding  - discover where something small is.
-   Handling – calm an animal.
-   Healing – cure a sickness.
-   Hospitality – make a small meal.
-   Making – fix a small broken object.
-   Passage – find a shortcut.
-   Scribing  - instantly write a message.
-   Sentinel  - spot danger.
-   Shadow – hide in darkness.
-   Storm – create a burst of wind.
-   Warding – protect a person from harm.

Whenever you Make Camp lose any previous Hold and Hold 1.  You may spend that Hold to activate your Mark’s move as if it were a monster move.   You may also spend this Hold to activate a Dragonmark-activated item.

Once you’ve taken the Lesser Dragonmark move, you may take the following moves whenever you level up as if they were part of your class’s move list:

CHARGED DRAGONMARK
 Gain 2 Hold when you Make Camp, instead of 1.

SPLIT HERITAGE
Gain your class’s Race Move.

LESSER DRAGONMARK
When you use your Least Dragonmark move, you may alter the move.  Choose one of the following:
-   Add the word “large” to the move or change the word “small” to “large”
-   Add the word "many" or change the word “a” to the word “many”
-   Add the phrase “far away”
For instance, when using the Mark of Scribing, you could use your Lesser Dragonmark power to “instantly write many messages”, “instantly write a large message” (a book could be considered a large message), or “instantly write a message, far away”.  You may only make one of these changes with any usage of the Least Dragonmark move.

GREATER DRAGONMARK
Requires:  Lesser Dragonmark
When you use your Least Dragonmark move, you may add any or all of the changes from Lesser Dragonmark.

9
Dungeon World / The Psion - My First Try
« on: July 05, 2012, 08:46:03 PM »
I'm going to keep trying to post until it lets me!

This is my first try at making a new class...  I'm mostly just musing out some thoughts at this point, this is a very early tentative idea and I'm sort of flailing around.  Also, I did NOT expect this post to go through, this is my third attempt to post it.

So, if you all don’t mind, I think I’m going to give my first attempt at a Dungeon World Hack a try, here.  Now, I’ve seen lots of people mention that they’d like to make a Hack of the Psion, but no completed DW Psions yet, so, with that in mind, I’m gonna try and work on something here.

So, the first question about the Psion is “What is important about the Psion?”, “What part of this class is indispensable?”  When Sage and Adam asked that question about the Druid, they came to the conclusion that, while Druids have always been spellcasters, spellcasting was always a vestigial trait and shapeshifting was the real Core of Druidism.  So, while Druids can gain access to spells if they want to, all Druids can change their shape.  Spells are not necessary.

We can’t say that about Psions.  Psions are spellcasters; that’s their niche.  What has always separated them from Wizards, in Fantasy Gaming, has been a different spell-usage mechanic.  They’ve always been differently flavored Wizards with power points.  So, with that in mind, we can’t get rid of their Spellcasting power without making them just plain not a Psion.  But we have to make them more than just Wizards with crystals, or they’re boring and unnecessary, and I’d hate to add something unnecessary to Dungeon World.

So, the first Basic Move I’m considering is a Spellcasting move that works differently from the Cleric and Wizard.  To emulate the classic Psion’s Power Points, the Psion I’m imagining uses Hold much more liberally than the other classes, collecting it and pooling it from multiple Moves to achieve his effects.

The idea I have here is that some Moves will add more Hold to the pool, letting you go longer in battle without having to “Charge up”.  Additionally, I’m thinking some Powers/Moves will allow you to expend more than 1 Hold to Augment their power and increase their Effects in some ways.

This is just a brainstorm, something I couldn’t get out of my head while I was lying in bed this morning trying to go back to sleep.  Anyone have any thoughts?

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

Look
Choose one for each:
Empty Eyes, Glowing Eyes, or Intense Eyes
Bald Head, Weird Head, or Wild Hair
Fine Clothes, Flowing Robes, or Tattered Rags
Strong Body, Tattooed Body, or Wasted Body

Stats
Assign these scores to your stats:
17 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1)
You start with 4+Constitution HP.
Your base damage is d4.

Gear
Your Load is 5+Str.

Bonds
Fill in the name of one of your companions in at least one.
_____________ doesn't trust me.
_____________ is a lesser mind who cannot possibly understand me.
I see potential inside _____________ that they cannot see.
When I dream about _____________, the things I see worry me.

Basic Moves

Meditate
When you spend uninterrupted time (an hour or so) in a a state of deep relaxation, ????

Manifest Psi
The Psion calls on his reserve of personal power to influence the world.  Roll+INT.  On a 10+, take 3 Hold.  On a 7-9, take 1 Hold and select one of the following:
• You are unharmed
• You are undistracted
• You are unnoticed
You can spend 1 Hold to manifest a Psionic Power that you know.

Psionic Powers
Psions are masters of the will, bending reality with simple intent.  Psions start play with the following three powers:
???

Discern Metarealities
When you make a Discern Realities Move, you may add the following two questions to the list that you may ask:
•  What is happening here that I cannot sense?
•  What here should I know about?

Advanced Moves

Autohypnosis - No need to spend rations.

Mind Trick
The Psion knows what lurks in the minds of men.  When in sight of another character (PC or NPC), Roll+CHA.  On a 10+ you may ask the GM one of the following:
-  What would give me leverage over this character?
-  What wouldn't this character want me to know?
-  What does this character know about me?

On a 7-9, choose two:
-  The GM can ask you one of those three questions.
-  The target becomes aware of your mental intrusion.
-  You are unable to use Mind Trick again until you Meditate.

10
Dungeon World / The Psion, Brainstorming
« on: July 02, 2012, 08:40:47 PM »
Not sure why this didn't go through the last two times I sent it...

So, if you all don’t mind, I think I’m going to give my first attempt at a Dungeon World Hack a try, here.  Now, I’ve seen lots of people mention that they’d like to make a Hack of the Psion, but no completed DW Psions yet, so, with that in mind, I’m gonna try and work on something here.

So, the first question about the Psion is “What is important about the Psion?”, “What part of this class is indispensable?”  When Sage and Adam asked that question about the Druid, they came to the conclusion that, while Druids have always been spellcasters, spellcasting was always a vestigial trait and shapeshifting was the real Core of Druidism.  So, while Druids can gain access to spells if they want to, all Druids can change their shape.  Spells are not necessary.

We can’t say that about Psions.  Psions are spellcasters; that’s their niche.  What has always separated them from Wizards, in Fantasy Gaming, has been a different spell-usage mechanic.  They’ve always been differently flavored Wizards with power points.  So, with that in mind, we can’t get rid of their Spellcasting power without making them just plain not a Psion.  But we have to make them more than just Wizards with crystals, or they’re boring and unnecessary, and I’d hate to add something unnecessary to Dungeon World.

So, the first Basic Move I’m considering is a Spellcasting move that works differently from the Cleric and Wizard.  To emulate the classic Psion’s Power Points, the Psion I’m imagining uses Hold much more liberally than the other classes, collecting it and pooling it from multiple Moves to achieve his effects.  Here’s the first Move I’ve got, to get the ball rolling.

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

Manifesting the Points of Power

The Psion calls on his reserve of personal power to create a pool of power from which he can draw his psionic powers.  Roll+CHA [Cha is the classic stat here, but maybe it should be something different?].  On a 10+, take 3 Hold.  On a 7-9, take 1 Hold and select one of the following:
•   You are unharmed
•   You are undistracted
•   You are unnoticed
You can spend 1 Hold to manifest a Power that you know.  You may spend 1 Hold immediately after using this Move.

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

The idea I have here is that some Moves will add more Hold to the pool, letting you go longer in battle without having to “Charge up”.  Additionally, I’m thinking some Powers/Moves will allow you to expend more than 1 Hold to Augment their power and increase their Effects in some ways.

This is just a brainstorm, something I couldn’t get out of my head while I was lying in bed this morning trying to go back to sleep.  Anyone have any thoughts?

11
Dungeon World / The Psion: My First DW Hack
« on: July 01, 2012, 11:07:17 AM »
So, if you all don’t mind, I think I’m going to give my first attempt at a Dungeon World Hack a try, here.  Now, I’ve seen lots of people mention that they’d like to make a Hack of the Psion, but no completed DW Psions yet, so, with that in mind, I’m gonna try and work on something here.

So, the first question about the Psion is “What is important about the Psion?”, “What part of this class is indispensable?”  When Sage and Adam asked that question about the Druid, they came to the conclusion that, while Druids have always been spellcasters, spellcasting was always a vestigial trait and shapeshifting was the real Core of Druidism.  So, while Druids can gain access to spells if they want to, all Druids can change their shape.  Spells are not necessary.

We can’t say that about Psions.  Psions are spellcasters; that’s their niche.  What has always separated them from Wizards, in Fantasy Gaming, has been a different spell-usage mechanic.  They’ve always been differently flavored Wizards with power points.  So, with that in mind, we can’t get rid of their Spellcasting power without making them just plain not a Psion.  But we have to make them more than just Wizards with crystals, or they’re boring and unnecessary, and I’d hate to add something unnecessary to Dungeon World.

So, the first Basic Move I’m considering is a Spellcasting move that works differently from the Cleric and Wizard.  To emulate the old Psion’s Power Points, the Psion I’m imagining uses Hold much more liberally than the other classes, collecting it and pooling it from multiple Moves to achieve his effects.  Here’s the first Move I’ve got, to get the ball rolling.

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

Manifesting the Points of Power

The Psion calls on his reserve of personal power to create a pool of power from which he can draw his psionic powers.  Roll+CHA [Cha is the classic stat here, but maybe it should be something different?].  On a 10+, take 3 Hold.  On a 7-9, take 1 Hold and select one of the following:
•   You are unharmed
•   You are undistracted
•   You are unnoticed
You can spend 1 Hold to manifest a Power that you know.  You may spend 1 Hold immediately after using this Move.

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

The idea I have here is that some Moves will add more Hold to the pool, letting you go longer in battle without having to “Charge up”.  Additionally, I’m thinking some P:owers/Moves will allow you to expend more than 1 Hold to Augment their power and increase their Effects in some ways.

This is just a brainstorm, something I couldn’t get out of my head while I was lying in bed this morning trying to go back to sleep.  Anyone have any thoughts?

12
Dungeon World / The Psion: My First DW Hack
« on: July 01, 2012, 09:46:17 AM »
So, if you all don’t mind, I think I’m going to give my first attempt at a Dungeon World Hack a try, here.  Now, I’ve seen lots of people mention that they’d like to make a Hack of the Psion, but no completed DW Psions yet, so, with that in mind, I’m gonna try and work on something here.

So, the first question about the Psion is “What is important about the Psion?”, “What part of this class is indispensable?”  When Sage and Adam asked that question about the Druid, they came to the conclusion that, while Druids have always been spellcasters, spellcasting was always a vestigial trait and shapeshifting was the real Core of Druidism.  So, while Druids can gain access to spells if they want to, all Druids can change their shape.  Spells are not necessary.

We can’t say that about Psions.  Psions are spellcasters; that’s their niche.  What has always separated them from Wizards, in Fantasy Gaming, has been a different spell-usage mechanic.  They’ve always been differently flavored Wizards with power points.  So, with that in mind, we can’t get rid of their Spellcasting power without making them just plain not a Psion.  But we have to make them more than just Wizards with crystals, or they’re boring and unnecessary, and I’d hate to add something unnecessary to Dungeon World.

So, the first Basic Move I’m considering is a Spellcasting move that works differently from the Cleric and Wizard.  To emulate the old Psion’s Power Points, the Psion I’m imagining uses Hold much more liberally than the other classes, collecting it and pooling it from multiple Moves to achieve his effects.  Here’s the first Move I’ve got, to get the ball rolling.

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

Manifesting the Points of Power

The Psion calls on his reserve of personal power to create a pool of power from which he can draw his psionic powers.  Roll+CHA [Cha is the classic stat here, but maybe it should be something different?].  On a 10+, take 3 Hold.  On a 7-9, take 1 Hold and select one of the following:
•   You are unharmed
•   You are undistracted
•   You are unnoticed
You can spend 1 Hold to manifest a Power that you know.  You may spend 1 Hold immediately after using this Move.

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

The idea I have here is that some Moves will add more Hold to the pool, letting you go longer in battle without having to “Charge up”.  Additionally, I’m thinking some P:owers/Moves will allow you to expend more than 1 Hold to Augment their power and increase their Effects in some ways.

This is just a brainstorm, something I couldn’t get out of my head while I was lying in bed this morning trying to go back to sleep.  Anyone have any thoughts?

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