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Messages - gaptooth

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Dungeon World / Re: Rations question
« on: September 27, 2016, 10:01:25 PM »
I always took it to mean that the Quartermaster can reduce the number of rations required by one per ration eater. This follows naturally from the reading that journeys are measured in 1 ration per day, for each ration eater.

Dungeon World / Re: Availability of Print version?
« on: May 28, 2013, 05:32:02 PM »
Not bad. Will the next printing include any revisions based on changes in the Github repository?

Dungeon World / Re: Availability of Print version?
« on: May 28, 2013, 04:53:40 PM »
Thanks for the rapid update! I'll just hunker down with my Kindle edition until we know more. Any idea when the next print run might become available?

Dungeon World / Re: Availability of Print version?
« on: May 28, 2013, 04:48:51 PM »
I've been checking the IPR website every other day since Sage posted above, and they never changed the availability. Do you think that they never got the order, or did they blow through the forty-ish copies so fast that they are now gone?

I'm chomping at the bit out here, severely regretting that I chose the electronic bundle from RPGNow over the IPR bundle when I first picked up the game. ;) I'd like to order through my local game shop, and from what I gather IPR is the only distributor.

Can anyone shed some light on this? Is the game still in transit, or is it officially out-of-print?

It occurred to me that there might already be a Zelda-like compendium class out there that I could easily adapt to the LoZ fiction. I'm looking for something similar to Kristen Stewart's Snow White in Snow White and the Huntsman: a dispossessed sovereign with some kind of latent mystical power and the potential to muster her people and lead them to victory. Do you know of any fan-made compendium classes that might offer inspiration or building blocks I could use?

I'm also curious about other compendium classes that might fit into a spiked Legend of Zelda milieu. Tim Franzke's Arcane Archer would fit right in, if I rewrote the trigger— the iconic image of Link aiming an arrow from the booklet of Link to the Past is indelibly etched into my imagination. Another compendium class that springs to mind is something like "demolitions expert"— someone with moves related to making bombs and blowing up obstacles; also Dodongo dislikes smoke. ;) Can you think of any existing compendium classes that put you in the mind of a Shigeru Miyamoto dungeon fantasy world?

[Edit: Fix englash.]

You could make being Zelda a compendium class with the trigger "When you reveal your true identity to escape a crisis..."

I love that idea. Maybe Zelda's starting move could be something like this:

Wisdom Incarnate: Your power to Discern Realities is heightened as you recover each fragment of the Triforce of Wisdom. Take +1 ongoing when you possess two Triforce shards. When you possess at least six shards, take +2 ongoing. When you recover the eighth shard, take +3 ongoing.

Holding a Triforce fragment gives you Leverage over any Hylian, and you can roll+WIS (including any bonus from Wisdom Incarnate above) instead of +CHA to parley with a Hylian.

The first thing that came to mind as a culminating move for a Zelda compendium class was something like "Lead An Army", so that's where this is headed— she is the rightful sovereign of Hyrule, after all. I've never written a compendium class though, and I will look over some more examples before putting anything before the players. I'll post a draft here when I get a chance. I'd love any critical feedback.

The best part of making it a compendium class is that I could write up (or borrow) a bunch of compendium classes that can be triggered in this adventure, so that the person who gets Zelda won't be singled out for awesomeness. For example, I could have a Sigurd-stlyle compendium class with the trigger "when you bathe in the blood of a dragon you helped to slay".

Thanks again!

Thanks for the affirmation, Aaron! I'll go ahead and pitch it to my friends.

One idea I thought of is that one of the PCs or hirelings could be Zelda in disguise, with the kidnapped "princess" being a decoy. Not sure how to present it to the players as a PC option, since I don't currently have anything cool to offer the other players— but I'll think it over.

So, we had our first runs with Dungeon World on the 13th and 14th when my Little Nephew was with us, and despite a few GM mishaps we had a blast!

Now I'm looking to bring a DW one-shot to another group I sometimes game with. At first I was thinking of converting Raggi's Death Frost Doom, but I decided that might be way too heavy for a first run with a new game. When Adam posted this image the other day, I realized the original LoZ would be a lot more conducive to a fresh Dungeon World game: There are the impressions of dungeon adventure without the granularity, and a whole lot of blanks.

The basic premise is this: The principality of Hyrule has fallen into chaos. The cruel bandit lord Ganon got a Triforce of Power and kidnapped the Princess Zelda, guardian of the Triforce of Wisdom. Before she was captured, Zelda split her Triforce into eight fragments and hid them throughout the land.

The first fragment is hidden in a towering petrified tree trunk where the fearsome dragon Aquamentus makes his roost. I was thinking of building out from there by posing  the following questions during character creation:

1. What is one thing that made your village special before the dragon turned it into a smoking ruin?
2. What was the most terrifying aspect of the dragon's raid?
3. Why do you have a personal vendetta against the serpent?
4. How many months have your people been living in caves at the Gorge?
5. What is one defense the caves offer against the dragon?
6. What is one resource the caves offer to sustain the villagers?
7. What virtue convinced Impah that you might be the Hero of Legend?
8. How did you find out about the dragon's roost in the petrified tower tree on Eagle Island?
9. What is a rumor you've heard about the treasure there?

Putting these questions to the players might give me four different villages sheltering in the Gorge, and four (or more) cool features to add to the dragon. If character creation gives me nothing else to work with for the dungeon, it would be pretty easy to improvise using the original foes— Stalfos, for instance, might be disgorged remains from the dragon's raids, and some may have identifying features that remind the delvers of people they knew.

One thing I'm not doing this time is trying to set up an Adventure Front, like I did for my first run. The Front I prepared offered a cool backdrop, but I was surprised by the amount and detail of the fiction arising from character creation. Harvesting that fiction became my chief occupation, and I didn't use much of my Front idea.

One thing I would like to have is a sketchy map of the inside of a towering petrified tree— the original map of the Eagle dungeon isn't quite up to my current standards.

So, DW veterans, do you think these questions are too much or too leading? Once I came up with a few questions, new questions kept coming. I was also thinking of creating a starting move called "It's dangerous to go alone. Take this."— but it might just be for nostalgia's sake, and I don't have any particular ideas for it yet. I'd love to hear what other people have done with starting moves— do you always create a separate move for each class? If not, how do you avoid repetitive results?

Are there any other dimensions of this I should consider?

As an aside, I wasn't planning to make a big deal about the D&D kindreds, even though they don't sync up with the original setting. If anyone wanted to play a non-human character, I figure they could just be foreigners. I just don't want to make custom character sheets.

After writing up the situation and questions, I had an inkling that eluded me before: The wizard should be written up as a Front, with a doom and some portents to guide a more open-ended interaction, rather than just presenting the players with a decision tree. That might resolve that question, but let me know if you think of anything else I should consider!

I'm new to *World games, but I have played a bunch of Trollbabe and Sorcerer. In recent years, however, I've been mainly playing the the classic fantasy RPG Tunnels & Trolls, and some of my thinking from that game might bleed over into Dungeon World. After reading DW cover-to-cover last week, I'm really jazzed to play it!

So, I'm thinking of adapting this "Tower of the Stargazer" adventure by James Raggi to DW as an experiment, and I have a couple questions. I can't really ask without talking about some spoilers, though.


One of the signature situations in this adventure is a powerful wizard who has trapped himself in an arcane circle for almost sixty years. He offers the PCs a cash reward if they will free him, but then ushers them out of his tower, ending the adventure. If they refuse, he becomes enraged and threatens them with horrible death, but he can't do anything to them while trapped. If they free him after that, he has the stats of a level 13 Magic User and enough spell firepower to wipe out the whole party in short order. A comment in the text states "This looks like an encounter, but it's really a trap."

In DW, the adventurers might use the Parley move to negotiate with the wizard. When they meet him, they would definitely have leverage— he hasn't seen a living soul for the better part of a century, and he needs their help. But Parley isn't mind control, and it seems like once they freed him, their leverage is gone, and all bets are off. Trouble is, cool as the situation might be, it conflicts with the agenda item: "Play to find out what happens."


What are some ways to incorporate a situation like this into DW play that preserves the tension AND respects the game's agenda? Would you bother statting up the wizard as a monster?

Another feature of old-school D&D that isn't here in DW is "save or die", and I have to imagine that's by design; the way Last Breath works offers a very cool alternative. But I'm not sure how to deal with the "save or die" situations in this adventure.


Two "save or die" situations in "Tower of the Stargazer" have to do with deadly venom, and I'm thinking a custom move might work:

Roll+CON. *On a 10+, you feel a shooting pain, drop anything you are holding, and collapse, but the venom has no other effect. *On a 7-9, you feel a shooting pain, drop anything you are holding, and collapse. Pick one of the following:
* You are blind and your head is swimming until you get antivenom or some other effective treatment.
* Your arms and legs go rigid, making movement difficult and painful until you get antivenom or some other effective treatment.

On a miss, you feel a shooting pain, drop anything you are holding, and collapse, foaming at the mouth. Take your Last Breath.

Is that a sensible way to adapt the intent of the saving throw? Does it come off as too harsh? Or too easy? Is it too buttoned-down? In one case, the venom comes from a magical trap, but the adventure also has a solo monster whose bite calls for a Poison save or die. I noticed that some monsters in DW have "poison"-related moves, but the effect is left to the imagination.


If I were running Trollbabe or Sorcerer, I wouldn't even think of converting a D&D adventure like this. But since DW has a whole chapter on it I wanted to give it a go.

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