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Topics - Antisinecurist

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16
Dungeon World / Dungeon World: Antisinecurist's Little Things
« on: July 03, 2012, 06:45:26 PM »
Heya! This thread'll be for my compendium classes plus some other little things, as and when I can post them.

First up is a compendium class called the Dragonslayer: https://docs.google.com/document/d/1I7BfU7vZ54Y-FChYab3NX21-l99wxfcCaFn4bOILqL0/edit; this one probably needs some work, especially on the Dragoncraft move.

Next is the Barbarian, another CC. https://docs.google.com/document/d/1zl9d7Rm7XpjTuUSHuMCQ3tfntS3r9Sw83Evw4xfBiv8/edit. With the news that Sage & Adam are making their own barbarian, this may be redundant, but I think mine has some cool features as well. :)

Following up is another battle based CC, the Grappler. https://docs.google.com/document/d/17hFnhqQBN8IrC7gt_bKtDWfuZ6a50meLnwWjziv5a2M/edit

The next was inspired by one of my players; his ranger is from a band of people who revere and gain mighty connections to wolves. It is called "The Wolfbrother". https://docs.google.com/document/d/19VY3taOnsGL06p_DK8IhmNN95beimReMmvWj4wS3ZO0/edit

Next is not a class or CC, but a new option for players who wish to be werewolves. https://docs.google.com/document/d/1JMf2OOcZkrBj-fESSASt8Z1h0tSDM1r5fz3CqyO5sLs/edit; the Number Appearing werewolf is another great take on the concept, but I enjoy mine too and this was a player request.

Next is that old classic, the Dwarven Defender. It is great for dwarven fighters or clerics, or anyone else focusing on defending. https://docs.google.com/document/d/13VaQelv3X6d8fqDsPpJmwkfEZ7ER7MwUH7FJDa7cr1g/edit

Hopefully these are helpful, useful, interesting, or inspiring! Comments, questions, and critiques are very welcome! I'll add more as it comes up.

- Alex

17
Dungeon World / New Class: The Swashbuckler
« on: July 02, 2012, 07:55:16 PM »
Here is another new class for people to peruse. It is called "The Swashbuckler" an acrobatic and charming, dexterous melee warrior with (I think) some very very cool and interesting ideas!

Hope someone can find use for it or inspiration. Also, comments are always welcome!

- Alex

https://docs.google.com/document/d/1esiEVANu3EfdI9yxcwdiaz3BYuK3WfGpVjpIF-BqHoc/edit

18
Dungeon World / New Class: The Warmage
« on: July 02, 2012, 07:12:05 PM »
Hey, all!
Wrote up a few new classes; this is the first I'm posting here. This one is called "The Warmage", a master of battle magic and elemental power. In terms of direct damage capacity, it's a better ranged combatant than the ranger, but without the benefits of "Called Shot". They can also function as a decent fighter or wizard as they level up.

They can deal heavy damage at range and even, possibly, in melee, but they're also very vulnerable (with rogue HP and only light armor at first level). It's sort of a "glass cannon" I suppose...

Hopefully people enjoy this or get some use out of it. Feedback is welcome, too!

- Alex

https://docs.google.com/document/d/1gIBP89ThCa-AKGrz_evhs7LDTn0DkEkEIL9ThpHeG9k/edit

19
Dungeon World / Dungeon World - Wiki
« on: June 27, 2012, 07:54:05 PM »
Hey everyone! I just looked over the blank playbook thread and got to thinking about various formats for Dungeon World. I've actually worked with this idea before (in working on my full-scale hack of Dungeon World), but I'm wondering if people would use Dungeon World in wiki format (specifically, TiddlyWiki).

The actual conversion is just a matter of effort (it's not hard, but a bit time intensive) and I believe it'd be within the bounds of the licensing for DW. Of course I would exclude all images and bonus content, but I'd aim to include the full text of the book.

I see a few major benefits to this style, such as...
A) Easily editable / modifiable to include any new / changed rules or content integrated into the main document

B) Hyperlinked (although the official HTML will cover this)

C) Very easy to portion data into small pieces and display / print only the pieces you need (for example, a player could write up their character sheet as a tiddler and have open relevant rules); this way there's no "page flipping" and all the info you need (moves, gear, etc) is right there on one screen. This also works for GMs (have just the monsters you plan on using, certain things you reference often, and so on).

D) Can be used offline. Not sure about mobile compatibility, but I plan on at least testing on my android tablet

E) All info is in one document, making sharing easy; there are also online hosting solutions for tiddlywikis

I'm not sure there's actually an interest in this, though, and while it's not hard, it does require an investment of time and energy.

What are people's thoughts on this?

20
Dungeon World / Dungeon World: The Specialists [Compendium Classes]
« on: June 12, 2012, 05:40:00 PM »
Hey, everyone!
I just wrote up six new compendium classes for wizards (or anyone else who can cast wizard spells). They focus on specialists in the various arcane schools (divination, enchantment, evocation, illusion, and summoning) as well as those who focus on general spells (those without any school at all).

Each specialist includes a compendium class with three moves, five new spells in the appropriate school (one of each level), and some additional bonus content.

The Arcanist (For general spells)
https://docs.google.com/document/pub?id=12XCUvpJwc6MgCI-k2xEfmd5-xU5vUkSrsew2_p3Ulkc

The Diviner
https://docs.google.com/document/pub?id=1pzMM4iJntqsyVXjFBXBh-_bgVxESy7dDG00pZ7p2Kq4

The Enchanter
https://docs.google.com/document/pub?id=1Db3uwGJ1ExEoeNTnJ_E5furGwWKuSp9w8nYQVlQWB30

The Evoker
https://docs.google.com/document/pub?id=1SzInFMG9GxKRKElFiUutRNgoYYwWAMK6c1ehQhKxaBI

The Illusionist
https://docs.google.com/document/pub?id=1TiJSOdWxHitQrIJNMlOruZK6jzkjq7_516zhg-mi1-c


The Summoner
https://docs.google.com/document/pub?id=1phejEFckR6JRCWcxSJmcKmKclQdpEX-O5dP_OSDX3AY

In Google Drive/Docs, these are laid out pretty nicely on three separate pages each, but they changed to single page when I published them. I'm probably going to turn them into PDFs at some point, and might make a collected single PDF with some bonus content if there's interest in the project.

I hope these will be of some use to someone! I'm also open to feedback on them, since they're generally untested.

Thanks!
- Alex

21
Apocalypse World / New Ongoing AW Project (Needs layout and contributions)
« on: December 01, 2011, 11:31:56 AM »
Hi, everyone!

I'm planning a new project of monthly AW supplements detailing and expanding on the idea of a particular type of apocalypse. I'm looking at doing them in six month runs, so every six months will show a new theme. (This assuming the first batch is successful.) My hope also is to have at least some of the content be adaptable / useful in other situations, too.

I'm looking to start in January if I can get everything in place. I may push it back to half-way through the year to give myself some more breathing room.

I'm looking for someone (or a few people, to share the work) willing to do layout and modify images in the AW-style. I know there are a few of you on here, so if anyone's interested in being involved, let me know.

I'd also be interested in some guest contributions, or proof-reading / editing. Any help would be necessary. Questions and inquiries are welcome!

Thanks,

- Alex D.

22
brainstorming & development / Write a Playbook For a Hack Not Yet Written
« on: October 31, 2011, 04:51:40 PM »
So! I'd like to try some new cool thing.
Instead of building a whole hack or whatever, just post a single playbook. It can be from something your working on, or else just something you've thought about idly, or else something you made up on the spot (like the example I'll post). It should be recognizable as a "playbook" and should have clear AW ties, but can stray more or less from the basic model (mine doesn't stray very far).

If you'd like, leave a name or two for future posters to use, but it's not required. You can list out the basic moves if you'd like, or just hint at them where appropriate, but don't worry about writing them up - in fact, don't write up more than is necessary for the one playbook.

Post a link or just drop it here, your choice.

This is mostly just for fun, but maybe it'll help people get past mind-blocks on projects they're working on, or else inspire someone to make something cool.

Example (The Speaker of Bones): https://docs.google.com/document/d/1-2qaG1vo33ydRflxAsGKrBMGNTA_bmc4zJ786fIeDQQ/edit

Thanks!
- Alex

23
Apocalypse World / Good mutation ideas
« on: October 25, 2011, 02:15:58 PM »
Hi, all! I'm working on a new thing, and I'm looking to crowd-source cool mutation ideas.

I'm looking for both positive/helpful ones and damaging/drawbacks. I intend to throw in some of my own when I get a chance, but I figured I'd ask here.

Either just the fictional idea or a move/mechanical portion as well would be useful, so don't feel constrained to one or the other.

Thanks!

- Alex

24
Murderous Ghosts / Instant Message Playtest
« on: October 11, 2011, 01:33:34 PM »
Myself and Jake (Thnxbrvknight here) played a game over instant message (I'll post logs when I get home later). I had a deck of cards, so I drew mine face-down as normal and drew his face-up (and told him what he drew). I figured this was the easiest solution.

We've both been players and GMs plenty of times, so it was up in the air which would take which book, but he requested the player. We played the game in two parts, since I had to leave my house suddenly.

At the end, we both had a good time. Jake said he was (unexpectedly) wigged out a few times, while I definitely gave myself the wigs. We didn't hit any major problems that I noticed, but Jake can pipe in if he disagrees.

One thing I noticed, Vincent, is that I tended to add a little bit of "color" or "fiction" here and there in ways that weren't explicitly called out on the page I was on. I'm not sure how legit that is! Oh, and at the end, when he died, it says "Describe the moment of the attack" or something like that, but I was totally tempted to insert a little epilogue narration... I didn't, but maybe I should have? It would have "broken" the rules...

The mechanical side of things felt pretty smooth, and I didn't hit any noticeably frustrating loops (as others have). Some of the questions are ambiguous, like when it asks if a player's action could realistically help him survive. Jake said he went to his knees and prayed, and I was like (in my head) "I dunno... could that really help him survive? I'm not sure!", but then (out loud) "Do you feel that ghosts fear prayer? Character, player, either.", and he said that his character really didn't know, but it was his only remaining option, but that he felt that they did, because it reminds them of where they're supposed to be and not where they're stuck. So, that was cool and he survived. But it still feels ambiguous to me.

That's all for now. I may fit in a game later in the week with an RPG newbie, though, and I'll come back with those logs.

Questions, comments, etc?

- AD

25
blood & guts / Advancing character moves
« on: September 28, 2011, 11:00:53 AM »
Better than taking away the ability to advance your basic moves, would be adding the ability to advance your character moves. I wish that were practical.

Oh, I do that all the time, in hacks and special playbooks. How is it unpractical? It can be a lot of work, I guess, over a spread of different playbooks. But, man, is it a hella sweet way of things.

- AD

26
Apocalypse World / New Playbook: The Traveller
« on: September 07, 2011, 10:40:26 AM »
I've created a new playbook, as a gift for a friend. I daresay it's the most polished and/or finished I've made, and, while some of the moves might need tweaks here and there to be "perfect", I'm pretty happy with it.

It's for people who are going away or coming back, or who go from place to place. It has some strange and possibly overly good advancement options. It's got, to my knowledge, the first move that relates to and is triggered by you as a player, not your character. It's missing a section on barter and it's not formatted in the Apocalypse World style, but, otherwise, it's complete and playable.

If you'd like a copy, you've got, oh, three or so options:

1) Tell a story here about a time you went somewhere, temporarily or permanently. It needs to be, you know, a story, not just "One time, I went to New Mexico.".

2) Trade me a copy of the Marmot. I see it's floating around and I'd love to get a copy. I'd also accept the Faceless. (Offer only valid for the first of either.)

3) Play a game of AW with me at some point.

Any questions, ask here, please.

Thanks,
- Alex

Edit: The Faceless has been redeemed.

27
Dungeon World / [DWH AP] The Moongold Mines
« on: August 07, 2011, 04:50:52 PM »
So, I ran my first session of Dungeon World (Hack) saturday night. We had three players and (as expected) three characters; an elven fighter, a human ranger, and a dwarven bard(!?). The dwarf was a master artisan and craftsman who relied on his reputation and skill to get by; he was also something of a diplomat. The elven fighter was a wanderer who didn't like staying in one place, and the ranger was a lover of the wilderness who lived as a hermit in a nearby forest.

They all had history together, but the human was the only one who lived in the area; the rest had just gotten into town. Speaking of town, it was a mining village on the edge of a crater filled with a rare ore known as moongold. The dwarf, looking for a place to stay, bartered with an innkeeper. The dwarf would craft new cookware for the inn in return for room and board.

The dwarf, being a master as he is, decides he wants to make something special - enchanted utensils that imbue anyone who eat with them with a great sense of good will. In order to do this, he'll need a few things - primarily a heaping helping of pure moongold, not easily bought.

The elf, sitting on a nearby roof and watching the town's proceedings, sees a strange occurrence - a small, cloaked figure leading a dozen cats out of town. The ranger's also noticed the local animals acting very bizarre. The elf decides to investigate this, but his nosing around angers the cloaked figures... he's attacked!

The ranger and dwarf are both nearby, so they come to the elf's rescue. After killing one of the attackers and scaring off two others, they gather their information about their attackers. It seems they are degenerate, mutated dragon-folk who serve a local dragon who's been rising in power! In the alleyway near the battle, the elf notices a stone wall... with hinges!

The party decides to track the fleeing monster, who's bleeding rather profusely. They reach a nearby wood, where they lose the trail, so the decide to return to the settlement for the time being.

The next day, they return to the hinged wall and enter a carved stone passageway. After making their way through the passageway, they find a circular pit going down about 60 feet (it's similar to a well, but with no water at the bottom). They climb to the bottom and find a chamber with a sealed door studded with rubies and written on in an ancient language.

The door, it seems, was a relic of ancient times, designed to protect the town from dwarves tunneling in from the mountains to the north. The dwarf, reading the runes, warns the party not to continue, but the elven warrior is already working on breaking the door off. The dwarf is pulled violently down the corridor behind the door, and the rest of the party follow to help him.

They find themselves in an octagonal chamber, with the passageway behind them and seven more. The floor here is also studded with rubies and runed, another trap meant to defeat dwarven intruders. As the party hears hissing from many of the passageways, the dwarf tries to decipher the runes - it seems if a dwarf tries to leave this chamber, it'll cause a cave-in!

More dragon-folk surround the characters; the dwarf, initially, doesn't want to leave the chamber, but he makes a daring leap and traps most of the dragon-folk under the collapsing roof. The elf is separated from dwarf and ranger, but he tries to break through using a pick axe he packed.

After a few close calls, the party is victorious over the two remaining dragon-folk and they make their way to the end of the current passage. They find the bedchamber of one of the dragon-folk... it's occupied by a chained human, unconscious! It also houses a treasure chest and a magical tome. The tome is tied to the dragon who wrote it, and it leaves some nasty burns on the party as they try and examine it.

After freeing the various enslaved humans and clearing out the treasure chests, they attempt to return home. They find the well has been blocked by a stone pillar, however, another trap to keep the dwarves out. They despair, fearing they'll need to go out to the mountains to the north (where the nasty dragon lives), but some careful examination leads them to find a reset mechanism.

After returning alive, the party spends their well-earned loot stocking up and repairing damaged gear. The dwarf throws a great party, where one of the enslaved humans they freed introduces himself and offers to work as a hired fighter. The elf and dwarf dare each other to a drinking contest, and, shockingly, the elf wins! The dwarf collapses, face-down, crushing the bar.

The next day, recovering, they meet up and decide to pursue some rumors - it seems the dwarf has heard of a new, secret entrance to the mines - one that goes straight down to the best of the moongold!

- AD

28
Dungeon World / Antisinecurist's DungeonWorld Stuff
« on: August 05, 2011, 02:20:51 PM »
Hey, everyone! I'm planning on running a game (hopefully an ongoing series) tomorrow, but in preparation and excitement I've been writing up things as inspiration comes.

I've got portions of two classes, new racial moves, and some other assorted odds and ends. I'll post them here as I get around to it.

Use and feedback are both much appreciated!

- Alex Davis

29
Dungeon World / Spellcaster Balance?
« on: August 02, 2011, 03:06:19 PM »
So, there's a fiddly little issue where spellcasters get better each level in more ways than non-casters. Specifically, everyone gets HP, maybe a stat bonus, and an advancement move.

They *also* improve by getting more and better spells, and this is an automatic improvement that's above and beyond what everyone else gets.

I'm curious, do people see a problem with this?

- AD

30
Apocalypse World / New Playbook: The Shining Boy
« on: March 08, 2011, 07:04:34 PM »
Hey all! This is my shot at an unusual view in Apocalypse World: hope. In the form of a gods-honest knight-in-shining-armor. Check it out, please!

{Yeah, hope is Weird in a time like this. This dude over here doesn't despair in every minute? Fuck, what an oddball.}

{Also, yeah, I see this guy with potentially, like, glowing swords and shining eyes and spirits swirling around him and shit, but it's variable. It's a dial, oh, like supernatural stuff in Dogs.}



The Shining Boy
   They say this fucking apocalypse breaks everyone. They say it steals people's hopes and dreams.
   Well, fuck that. We lot made it through the fucking dark ages, and, fuck, maybe it's a bit darker now.
   Well, let's cut the fucking darkness and despair right where it hurts - let's give it a medievil ass-kicking.
   
Names
   {Needs names}

Look
   Man, Woman, Scarred beyond recognition
   Buff, wiry, crippled
   Cloak, robes, armor
   Piercing eyes, searching eyes, bright eyes
   
Stats (Choose one)
   Cool +1 Hard -2 Hot +1 Sharp +2 Weird +2
   Cool +1 Hard -2 Hot +2 Sharp +1 Weird +2
   Cool +2 Hard -2 Hot +1 Sharp +1 Weird +2
   Cool +2 Hard -2 Hot +1 Sharp +1 Weird +2
   
Moves (Choose either 'A Vision of Power' or 'Living Tank' and one other)
   Archaic: You've got some shit-old weapon and armor, shouldn't work, but maybe the maelstrom likes it, maybe you're just lucky. Your weapon does weird-harm at hand range, messy, and your armor is 2-armor but you take -1 to all rolls made wearing it outside of battle. (See [stat]-harm, below)

   A Vision of Power: When you go aggro, roll+weird. If they suck it up and what they're taking is harm, you do 0-harm, but, hey, they still roll the harm move.

   Hope Floats: When you act under fire, roll+weird. When you take harm and roll the harm move, roll+harm-weird.

   Judgement: When you read a person, roll+weird. Add the following questions:
      - Who have they hurt?
      - How do they view my beliefs?
      - How can I bring them in line with my views?
      - What do they hope for?

   Living Tank: When you seize by force, roll +armor +harm of your weapon.

   Messiah: When you show true kindness to someone, or else offer them hope in some way they believe, or else show mercy when you don't have to, roll+weird to manipulate them and include the 12+ result.

   Not The End: You can talk to, manipulate, and use the dead as though they were alive.
   
Gear
   Fashion appropriate to your looks, mostly old-fashioned
   One old old-fashioned weapon
      - A rusty knife
      - A silver revolver
      - A nasty, brutal axe
      - A heavy, brutal hammer
      - A big-ass sword
         
   One bit of armor, appropriate to your look

   One relic of the before-times
      - A painting of some long-forgotten hero
      - A book of strategy or history or fairy-tales
      - A watch, still working
      - Someone's skull, haunted or not
      - Beautiful designer clothing from New York, Paris, or Milan - perfect condition
      - A first-aid kit
         
   One helper, sidekick, or pet
      - A horse, suitable for riding
      - An advisor, sage and wise
      - A childhood friend, loyal to death
      - A lover, mysterious and tempting
      - A brainer, hocus, saavyhead or other mindfuck-wizard
      - The ghost of someone from before or after the apocalypse, real or in-your-head
   
Hx
   {Needs Hx}

Advancement
   - Get a new Shining Boy move.
   - Get a new Shining Boy move.
   - Get a new Shining Boy move.
   - Get a move from another playbook.
   - Change your hard to +2 but lose two or three Shining Boy moves.
   - Add +1 to any stat, not hard (max +2).
   - Add +1 weird (max +4).
   - If you have "Messiah", change your playbook to Hocus.
   - If you have "A Vision of Power", change your playbook to Hardholder.
   - If you have "Living Tank", change your playbook to Chopper.
   - Get one of the moves "Shining Symbol of Hope", "Crusader", or "Hope Everlasting".
      
Advancement Moves
   Crusader: The MC will ask you about your hopes, beliefs, cause. When you see your hopes challenged and attacked, take +1-forward. When you put yourself at risk or in danger for them, or else sacrifice in their name, mark XP. If you ever give them up, drop your weird to +0, add +1-hard (max +3), lose all Shining Boy moves and change to another playbook.
      
   Hope Everlasting: You never take debilities and never roll the harm move. When your harm would move above 9, roll+weird.
      On a 12+: Die immediately, sorry, but someone with you when you die takes up your cause and assumes this playbook.
      On a 10+: Ignore the harm and keep going, fine and dandy. In fact, heal 1-harm.
      On a 7-9: Ignore the harm and keep going, but roll the harm move after all.
      On a miss: Take the harm and -1-forward.
         
   Shining Symbol of Hope: When someone sees you for the first time, or else sees you in action supporting your beliefs, roll+hot+weird.
      On a 12+: They come to your cause, loyal followers.
      On a 10+: Roll right now to manipulate them. No need to talk to them, even, they just feel it, and your leverage is your approval of them, shown freely.
      On a 7-9: Take +1-ongoing to manipulate them, but take -1-ongoing to do anything else until you turn them to your cause or else they aren't around any more.
      On a miss: They turn on you.
         
Other Stuff
   Weapon Tag - Infectious: When you harm someone with this weapon, make them roll the harm move. On a hit, they're infected and the MC will write up a countdown for them.
      
   Weapons
      - A rusty knife (1-harm hand infectious)
      - A silver revolver (3-harm close reload ap)
      - A nasty, brutal axe (2-harm hand messy area)
      - A heavy, brutal hammer (2-harm hand messy)
      - A big-ass sword (2-harm hand)

   [stat]-harm: If [stat] is positive, you deal damage equal to your stat or the weapon's base harm plus one, whichever's higher. If 0, just deal the weapon's harm. If negative, deal the weapon's harm minus [stat]; if this drops your harm to 0 or less, deal no harm, but they still roll the harm move.



I don't know how good this is! Is it at all?

- Alex D.

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