So, I’ve been working on a sort of “Syllabus” for new Dungeon World GMs (like myself) – all the “best of” documents I’ve found from around the interwebs – with or without Google Drive links. I’ve also created two semi-useful docs, one around “Opening Scenes” for the first session, and another with a list of useful questions to ask during worldbuilding. I’d love to hear people’s thoughts, as well as contributions!
Provate a rispondere per far sentire anche il peso della locanda italiana.
Provate a rispondere per far sentire anche il peso della locanda italiana. Come al solito loro non hanno i toni di grigio che abbiamo noi italiani ma cercate la risposta che più si avvicina al vostro storico 🙂
Originally shared by Jeremy Strandberg
When Can You Aid? As in the Aid/Interfere move. How do you all actually do it at your tables?
Gregory Daily and others (who I cant tag because their names don’t come up on the stupid list even though I type it in exactly: Chris Stone-Bush, Peter J, Andrea Serafini):
This is something I worked up with several of the idea that were being talked about. A deck would be separated into 3 stacks: STR/DEX, CON/INT, and WIS/CHA. Each player would be dealt 1 card from each stack and can choose 1 card to discard, drawing a new card from the same stack.
The card has a damage die modifier (default is d6, and the die symbol on the card will have an up or down arrow, or a dash meaning no change).
Also, an HP modifier is included. Maybe base 16 or something, then each card modifies that total.
Move name and move appropriate to the category it’s drawn from.
The bottom of the card has your modifiers (in this case STR + 2 and DEX + 0, but Called Shot would probably have STR + 0 and DEX + 2).
There’s also a bond on each card, and you get to pick one bond and one player to apply that too.
This setup gives you 3 moves, all six stats, 1 bond, your damage die and HP. Additional thoughts include text along a side edge giving your starting equipment.
Tuunbaq Solitary, Large, Planar Bite (b[2d12] damage) 20 HP 1 armor Near The Tuunbaq is a Inuit Demon, a devourer of souls and eater of flesh. The Tuunbaq is encountered as a large polar bear with an extended if not elongated neck, and is impervious to non-…
Magic Door (Solitary, Stealthy, Intelligent, Construct)
Magic bolts (d10 damage) 12 HP 3 armor
Close, Ignores Armor
Special Qualities: Arcane Construct
Created to guard magic doors will only answer to the proper key or code word; often the answer to a riddle. Otherwise they delight in foiling intruders by sending them on false quests, directing them to traps or simply wasting time.
Instinct: Block entry
Guards access
Lie
Direct to doom
Dybbuk (Solitary, Magical, Terrifying)
Personality drain (d10 damage) 12 HP 0 armor
Close, Ignores Armor
Special Qualities: Undead, Incorporeal, Only harmed by magic or magical weapons
A dybbuk is a misplaced soul who has eluded judgment. Like a ghost, it lingers on in the mortal world, either trying to fulfill a need to right some great failure that has marked its soul for eternity or merely to spread torment. Most dybbuks desperately seek a new body to inhabit. A Dybbuk will “kill” a victim and then inhabit that body until driven out by death, spell or ritual.A Heal spell will be required to restore that person’s personality. Often confined in a “Dybbuk Box” or other cursed item.
Instinct: Possess innocents
Terrify
Rectify failure
Inhabit human shells
Winter Medusa (Solitary, Devious)
Talons (d6 damage) 12 HP 0 armor
Close
Special Qualities: Gaze turns victims into ice statues,Immune to cold
An icy cousin of the normal medusa; the winter medusa is seldom found outside regions of extreme cold.They love conversing and taunting their victims before adding them to their collection of ice statues.
Instinct: Show disdain
Collect ice statues
Gaze victim into ice
Taunt
Harryhausen Medusa (Solitary, Construct)
Arrows (d6) or Constriction (d12 damage) 12 HP 2 armor
Close (Gaze or Constriction), Far (Arrows)
Special Qualities: Gaze turns humanoide to stone, Guardian of the Ancient World, Loves to talk, Darksight
A mixture of naga and medusa; more snake than woman the Harryhausen Medusa is usually a cursed guardian of ancient temples, treasures or portals to the Underworld. Amazingly strong, quick and deadly its weakness is often a fondness for toying with its prey. A keen archer even in total darkness.
Instinct: Gaze to stone
Collects statues, guards
Loves Harryhausen films
Likes to monologue
Yellow Musk Creeper (Solitary, Large, Devious)
Tendril (d6 damage) 16 HP 0 armor
Special Qualities: Sprays Yellow Musk Zombie Pollen
The yellow musk creeper is a hideous plant that grows in haunted graveyards, grisly battlefields, and other places where death hangs heavy in the air and thick in the soil. The yellow musk creeper’s method of procreation is singularly frightful—it slays the living, infests them with its seeds and pollen, then animates them as zombies. These zombies serve the plant as a guardian, but when new zombies are created, older ones wander off, collapsing and breaking apart to give seed to a new yellow musk creeper.
Custom Move: When you inhale yellow musk pollen, ROLL+WIS.
On a 10+, you keep control.
On a 7-9, choose 1:
You’re not dizzy for hours.(1 on all rolls until you next make camp)
You don’t have to Defy danger vs. WIS to attack the musk.
You don’t take your friends for musk zombies.
On a 6, you’re under the yellow musk charm. Fall asleep in the deadly embrace of the Yellow Musk Creeper, zombie soon to be…
Instinct: Spray Pollen
Yellow Musk Zombie (Group)
Bite (d6 damage) 6 HP 0 armor
Close
A yellow musk zombie is a rotting creature from which wet green vines have sprouted. Treat a yellow musk zombie as a standard zombie, but it is not undead. It is a plant creation of the Yellow Musk Creeper. Instinct: Destroy Intruders!
Per chi se lo fosse perso prima e per chi è alle prime armi venendo da sistemi con “livello minaccia” dei mostri…
Per chi se lo fosse perso prima e per chi è alle prime armi venendo da sistemi con “livello minaccia” dei mostri ecco un articolo interessante.
Originally shared by Peter J
Inspired by this blog post (http://blog.trilemma.com/2014/10/non-mechanical-difficulty-levels-for.html?m=0), I’ve been thinking of tags that can be applied to dangers to reflect their disposition. These tags can be used to paint a picture of what an engagement against that danger would be like: how quickly the PCs get noticed, how the danger reacts, etc. here’s what I have so far, what others could be added?
• Slow: They are relatively easy to run away from.
• Fast: They can outrun an average human, making escape difficult.
• Unorganized: They do not work well together or communicate poorly, and could be dealt with piecemeal.
• Factional: There are factions within the group that don’t always get along, creating opportunities to make alliances or divide and conquer.
• Militaristic: They are disciplined and trained to quickly and aggressively respond to threats.
• Gestalt: They operate as one mind. If one knows something, they all know, and they can coordinate with frightening efficiency.
• Defensive: They act to drive others away from their immediate homes, but not any further.
• Territorial: They pursue threats to their territory, which may be as large as an entire region, and won’t stop until the threat has left the area.
• Vengeful: If you mess with them, they’ll make sure you won’t do it again.
• Proactive: They are actively searching for threats, and will bring the fight to them.
• Vigilant: They have scouts, keen senses, or magical scrying to warn them of approaching danger.
• Stationary: They cannot move from their position.
• Site-Bound: They don’t leave the site where they are found.
• Ranging: Their reach is far and wide, able to cross entire regions.
• Horde: There are hundreds of them, or maybe even thousands.
• Stealthy: They remain hidden from sight until it’s too late. Expect ambushes.