Hoist the Black Flag - Dungeon World (Inactive)

Game Master kdtompos

"Every normal man must be tempted, at times, to spit upon his hands, hoist the black flag, and begin slitting throats." - H.L. Mencken, Prejudices, First Series (1919)

Basic Moves List


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And the priest! Thanks Quelthas.

The priest is an attempt to move a cleric out of the typical box we tend to picture. In the same way the mage attempts to move the wizard out of it's box. Instead of having a list of specific spells, you have a deity that you define and you beseech it for favors/miracles. Sometimes it answers, sometimes it doesn't. But it's as open ended as your own creativity; which also leaves quite a bit of room to define it exactly as you'd like.

I don't have access to my google docs at the moment. But should be able to link you to any pdf you'd like to see within 24 hours.


|| Str: (+0) Dex: (+0) Con: (+1) Int: (+3) Wis: (+1) Cha: (-1) || Armor: 0 HP: 17/17 XP: 2 || Level 3 Mage
mactheterrible wrote:

Thanks for the warm welcomes from all. :)

Great! I wonder if I could go with Priest and play him as more of an "island" priest... I think I can reskin the Priest to be that sort of sage/oracle type of the ocean.

It would be interesting to see how Quelthas and my character would work together! Maybe a Sea Priest would see weather manipulation as a "dishonor to the gods themselves." ;)

It is entirely possible that your superstitious Island Priest would see Quel's magics as an afront to the gods... or did see it that way when they first met. However, as you may have read in the Gameplay section, the dice tend to agree with me when it is time to do something particularly stupid epic with Quel's magics. Hopefully the "Holy crap, the gods just let him do WHAT??" would help to change that opinion. Or not, up to you! ;)


Yeah! The Shaman from Grim World sounds like fun!


That one I can share without directly getting into my docs. So I sent you a link, which hopefully worked. Let me know if it fits your concept.

And yes, I welcome whatever opinion you may have of Quelthas' weather manipulation. However, as he said, there's been a couple times now where he's gotten some rather high rolls -- he may have killed a gargantuan crocodile, and just blinded a dozen or so guards. Which also means he's due for some low numbers ;).


|| Str: (+0) Dex: (+0) Con: (+1) Int: (+3) Wis: (+1) Cha: (-1) || Armor: 0 HP: 17/17 XP: 2 || Level 3 Mage
GM Mogthrasir wrote:
However, as he said, there's been a couple times now where he's gotten some rather high rolls -- he may have killed a gargantuan crocodile, and just blinded a dozen or so guards. Which also means he's due for some low numbers ;).

Nope nope nope! I burned up all of my low numbers trying to attack the Admiral with my dagger... multiple times... barely scratching him... even with the jump on him... :)


Ahh, indeed. Which reminds me that you're still dressed as the undertaker. I forget things like that sometimes.


|| Str: (+0) Dex: (+0) Con: (+1) Int: (+3) Wis: (+1) Cha: (-1) || Armor: 0 HP: 17/17 XP: 2 || Level 3 Mage
GM Mogthrasir wrote:
Ahh, indeed. Which reminds me that you're still dressed as the undertaker. I forget things like that sometimes.

I thought I had changed into some more "magely" robes at what's-her-face's place, plus picked up the scarf/facemask thingy. I'd better go back and check, because it's been a while since I wrote that.


|| Str: (+0) Dex: (+0) Con: (+1) Int: (+3) Wis: (+1) Cha: (-1) || Armor: 0 HP: 17/17 XP: 2 || Level 3 Mage

Bah! Quelthas sat down for a bit of tea and fruits, but there's no mention of changing clothes. Ah well, guess I'll get my money's worth out of the Executioner robes... lol


You're probably correct. Obed and Sebestian changed then as well


Haha!

The Exchange

Male Dwarf Fighter 1

Awesome! I will have a character put together tonight - give me a few hours and we can talk integration. :)


Sorcerer 2

By the way, I claim credit. I was browsing Reddit at work and saw this guy's post on /r/dungeonworld asking about play-by-posts.


|| Str: (+0) Dex: (+0) Con: (+1) Int: (+3) Wis: (+1) Cha: (-1) || Armor: 0 HP: 17/17 XP: 2 || Level 3 Mage
Numeo wrote:
By the way, I claim credit. I was browsing Reddit at work and saw this guy's post on /r/dungeonworld asking about play-by-posts.

Noted. I'll instruct the villagers to prepare the torches and pitchforks... :P


Awesome. I've got the process underway - I love the Shaman.

Total Paizo PbP newbie. Questions:

1. How do I create a 'character' for this game? Is that creating an 'alias?'

2. Is there a character sheet to use or is just fill it out via text in the post?

3. Are there any background details (locations, gods, spirits, etc.) I need to know about when designing a backstory?

4. I'm interested in the Brinie race. Anything I need to know specifically about them? Are they even available?

Thanks for the help, all! :)


Sorcerer 2

To create a character, click My Account, create an Alias, name it your character's name, and pick a profile just like you did for your original character you're posting on now. Then, every time you post you can select whom you're posting as.

For character sheets, just select your dungeon world stats in your profile, update your "Race" line with your action stats that you want to easily reference in-game, and copy the format of other people basically.

The nice thing about DW is that your backstory as a character is pretty fluid. If you have a cool idea about your past, bring it up to Mogthrasir and he'll incorporate it into his world more likely than not. To that end, playing a Brinie is perfectly acceptable.


Male || Str: (-1) Dex: (+0) Con: (+0) Int: (+1) Wis: (+2) Cha: (+1) || Armor: 1 HP: 15/15 XP: 0 || Briny Shaman 1

Ok, made this alias to run the Brinie Shaman Greengill with.

Still confused about where to put my character sheet information - forgive my ignorance of Paizo PbP. :)


Here's my character sheet: Greengill.

I'm still hammering out background details.


mactheterrible wrote:

Awesome. I've got the process underway - I love the Shaman.

Total Paizo PbP newbie. Questions:

1. How do I create a 'character' for this game? Is that creating an 'alias?'

2. Is there a character sheet to use or is just fill it out via text in the post?

3. Are there any background details (locations, gods, spirits, etc.) I need to know about when designing a backstory?

4. I'm interested in the Brinie race. Anything I need to know specifically about them? Are they even available?

Thanks for the help, all! :)

Thanks Numeo for answering those!

As for the character sheet, if you click on your character's name you'll go to his profile (or any character for that matter). There are no forms, per se, on these forums so you simply format your own text based character sheet within that profile. Feel free to check out the other character's profiles and use their formatting. There isn't a specific style I require, so whatever gets the information across.

What's nice about DW is that I really only have a couple things I need to track number-wise. Other than that I just need to be aware of the moves you have and the parameters in which they work.

Now, as far as background details, let me explain what we've defined so far (which I should probably compile into the Gameplay thread, or a link to a doc where it's gathered):

Discoveries!:

Port Meridian: I'll explain more about this port a little later. So far, what we know is that it's a great trading hub, or at least it used to be. Since you and your Captain (Kale) were last there however, it's changed quite a bit. It is no almost entirely human in population, as any other races have either been rushed out or mysteriously "disappeared". Brineys are hard to run out, as any human could potentially have a Briney child, so their population remains though it dwindles as these disappearances continue.

The town's guard has also proven to be woefully unimpressive thus far. Which is handy as Port Meridian has shown evidence of quite the extensive smuggling operation.

Goblins: There are goblins in this world, which occupy a strange position within the social ladder. They operate as servants mostly, rarely able to rise above such a state (though you did meet one that claimed nobility!). However, because they don't see themselves as equals with the larger humanoid races, they are permitted access to almost every level of society (fancy balls, political summits, etc.), whereas Brineys (to be explained next) would prove quite scandalous in such settings.

Goblins are tinkerers by nature, often constructing wild and wonderful things by impulse and creativity. However, these things are ALWAYS extremely unstable and dangerous, which is why they never become commonplace. It is rumored, however, that wild goblins--while they share the same propensity for exotic creations, have a much better success rate with their inventions.

Brineys: Brineys are a mystery so far, in many ways. Until just recently, our heroes adventured with a Deep One--a unique race similar to brineys who traced his heritage back to a connection with Dagon, a dark slumbering lord of the deep. He claimed that Brineys have a similar connection, though it's not as pure.

Brineys are in most ways like humans, though every unique individual also shares traits and qualities with a single specific sea creature. They often are labeled accordingly: "He's a tortoise-briney, she's a crab-briney, he's a whale-briney, etc."

Briney parents almost exclusively give birth to Briney children (though the sea animal trait that manifests seems to have no tie to that of its parents, as seems related more to personality... or maybe personality comes from the trait...?). But there are rare claims of a "human" born without briney traits from Briney parents. It is NOT uncommon however for two full-blooded human parents to give birth to a Briney child (even if other children seem unaffected).

Wizards have their theories, involving connection with the sea, the water you drink, curses from Gods long forgotten, even to the night a child is conceived or what a mother focuses on when the child is delivered. But many wizards are wrong... if not all of them.

Elves: Very little has yet to be defined concerning elves. They appear rare so far, but that could be just because Port Meridian has become rather Xenophobic. We have one if the party however, who's a bit of an outcast, so not the stereotypical representation it seems.

Nunships: Random lore that has become canon. Travelling proselytes have enjoyed a sort of military taboo, untargeted by even the most vicious of humanoid predators due to their benevolent nature. However, as time has worn on there has developed a loop-hole in this cultural taboo that allows proselytes from one order to attack another, when others would never think of such abominations. This has given rise to religious ships of battle, solely intended for the conquest of other religious ships, untouchable by all save for rival nunships. It's complicated. It also seems your Captain served on one in his earlier days at sea.

Earth's Pure: This is the organization behind the scenes at Port Meridian. You don't know a lot about them, but suspect that they cast a much wider net than this trading hub. They have been accused of capturing Brineys within the city, though for what means you aren't sure.

Paradox Beast: You don't much about these at all, though you're about to learn more. They are extra-dimensional, and seem to seek out places of wild/uncontrolled magic.

Dagon: The only god to be defined so far, who sounds mysterious and dark. He is currently slumbering, may have connections to the Brineys, is prophesied to wake at some point and consume the world. Cool guy.

Phew. What am I missing in the above?


Finally, in regards to playing a Briney yourself.

  • Pick a sea creature you share traits with. Describe what that looks like.
  • For a racial bonus, we'll work on something that fits those differences. Most of these bonuses will also come with a drawback (plus, you're pretty heavily discriminated against in most places) so it's likely you'll have 2 minor bonuses and one minor drawback.
    Example: Crab-Briney: +1 natural armor. Pincers that can slice through most objects less than 12" in thickness. Awkwardly sized (most equipment must be adapted before being usable, may also cause complications in tight spaces or vehicles intended for normal proportions, etc.)

Also, as someone of the Briney race, you would be the resident expert on them. As cultural things come up, or racial inquiries, there's a good chance I'm turning to you to define them. After all, who would know better than a Briney himself?


Male || Str: (-1) Dex: (+0) Con: (+0) Int: (+1) Wis: (+2) Cha: (+1) || Armor: 1 HP: 15/15 XP: 0 || Briny Shaman 1

Awesome! I love it.

Let's see...I think I'll stick with his avatar and make him a Piranha-Briney.

Maybe he possesses a natural weapon, Piranha's Maw (hand, +1 damage, messy), representing his big fish mouth full of nasty teeth. Of course, he's got to be real close to use it, and with his weaker frame close combat isn't his forte. :)

Since he's a Briney, maybe he also gets an amphibious tag so that he can breathe underwater and he's an extra good swimmer. So he gets a special move, when he stalks through the sea, when he's trying to swim all sneaky like, Pirahna-Brinies roll+DEX. One a 10+, pick two from the list below. On a 7-9, pick one. On a 6- the GM gets to decide just how effective your sneaky swim is.

  • You go unseen
  • You go unheard
  • You get there really quickly

Let me know if this sounds good, too much, or whatever else.

I would love to have the honor of representing the Briney master race. :p


I like those options, which I think work well. Let me introduce the drawback though: Greengill needs to stay moist, as drying out can be fatal. This doesn't mean you have to always be submerged in water, but arid conditions can be fatal and you'll need to keep a look out for water through your adventures in order to keep hydrated.

Savvy?


Male || Str: (-1) Dex: (+0) Con: (+0) Int: (+1) Wis: (+2) Cha: (+1) || Armor: 1 HP: 15/15 XP: 0 || Briny Shaman 1

Fair enough. :)


|| Str: (+0) Dex: (+0) Con: (+1) Int: (+3) Wis: (+1) Cha: (-1) || Armor: 0 HP: 17/17 XP: 2 || Level 3 Mage
GM Mogthrasir wrote:
Phew. What am I missing in the above?

Quelthas just made a reference to Dwarves being a thing, evidenced by their coins we found. That said, Dwarves are likely even more reclusive than Elves.


|| Str: (+0) Dex: (+0) Con: (+1) Int: (+3) Wis: (+1) Cha: (-1) || Armor: 0 HP: 17/17 XP: 2 || Level 3 Mage
GM Mogthrasir wrote:

I like those options, which I think work well. Let me introduce the drawback though: Greengill needs to stay moist, as drying out can be fatal. This doesn't mean you have to always be submerged in water, but arid conditions can be fatal and you'll need to keep a look out for water through your adventures in order to keep hydrated.

Savvy?

What happens if we soak him in ale?

...

:)


Yes, I'll add some info on dwarves. I should also add some background from Sebastian's lineage.

As for soaking him in ale, I imagine any liquid would suffice. Though I'd imagine there might be some strange effects as the alcohol seeps into his body. I also would have suggested that he keep away from open flames, but I'm not certain ale has a high enough alcohol content to really burn. Anyone have any insight there?

And Greengill, things look good with your character! Here's a couple things to change:
You should have 15 HP (6 base + 9 for full constitution, not the bonus). Your character sheet says 6, and tag beneath your name says 8.
Sebastian is no longer playing in this game , so I would recommend a Bond with Numeo our quirky islander alchemist instead!
Finally, could you convert your stats, equipment and moves to your profile in text? I know that's more work and the link you have would usually work great, but I can't access it at work. And breaks are when I usually make updates.

Other than those, things look great! There may be a point to introduce you shortly, but I'll give you a heads up when that comes!


Also, in case anyone is curious.

Here is a compiled list of every playbook/compendium class currently out there amongst the interwebs (or at least damn near all of them, as I'm sure there must be one that has been missed).

I found it linked through the Google+ page, and though it might be interesting to share if you haven't seen it yet. And yes, there are 213 classes or compendium classes.

Link


Sorcerer 2

Awesome, thanks!


Male || Str: (-1) Dex: (+0) Con: (+0) Int: (+1) Wis: (+2) Cha: (+1) || Armor: 1 HP: 15/15 XP: 0 || Briny Shaman 1

Great - I will work on getting all my character sheet data into my profile. I've got my stats up now in the same format as Quelthas. I will await you to introduce me, sir. :)

Numeo, I'm thinking that you and Greengill have some sort of past or at least an agreement. The way this could play out is that Greengill poses as your servant (as a Briney) when he needs to socially; but there's some sort of understanding between the two. They don't have to be bosom buddies, but they've been through something in the past or have had a major intersection in their histories.


Sorcerer 2

I like that idea, Greengill. It would make sense for a Brinie to not want to draw undue attention to himself, and Numeo is practical enough to see the benefits of such a ruse. Did you have anything in mind for a shared experience in the past? Do you hail from the same island nation that I do?


Male || Str: (-1) Dex: (+0) Con: (+0) Int: (+1) Wis: (+2) Cha: (+1) || Armor: 1 HP: 15/15 XP: 0 || Briny Shaman 1

Yeah...that'd work great. Greengill has a gypsy background and has previously relied on fortune telling through spirits to eek out survival. Maybe they had a run-in of some sort - something that teamed them up? A business agreement?

I dunno what Numeo's history is (or if you have one written down) but we could work from there.


Sorcerer 2

Here's my original character concept that I posted to the recruitment forum. Sebastion, Squart, and Obed are no longer with us, but you can still get an idea for how my character thinks by reading my former bonds with them.

Numeo:
My character (unnamed as of yet) is a human, a member of a strange indigenous tribe belonging to an island that Captain Everett's crew once took shelter on.

When Everett's crew disembarked from their ship on my island, they found my character, clutching a cutlass and a strange potion bottle, screaming incoherently and running down the beach at them. Understandably, they were somewhat alarmed at this introduction, and would've shot me if I hadn't suddenly interjected Obed's name, clear as a bell, into my ramblings. I pointed at him, demanded to accompany him, and promptly fell unconscious - you had to verify that I hadn't dropped stone dead.

I awakened suddenly, seconds later, startling the pirates who were kneeling over my body, and to their surprise, spat liquid fire straight upward. The fireball enveloped a pterodactyl who had swooped silently in from above for an easy kill, and the pirates feasted on dinosaur flesh around a gigantic beach bonfire that night.

Drive: To understand my prophetic visions of doom that drove me from my tribe, and Obed's role in them.

Bonds: Obed plays some important role in the doom that is to befall our world. I must study his actions for clues about that role.

Everett's mind is too focused on the mundane. I must awaken his perceptions to the eldritch doom that is coming.

Sebastion's concerns for flash and style mark him for a consummate fool.

I have never before seen explosives like those wielded by Squart. I must understand the strengths and limitations of his strange weapons and how they can relate to my alchemy to aid us in the coming disaster.


Male || Str: (-1) Dex: (+0) Con: (+0) Int: (+1) Wis: (+2) Cha: (+1) || Armor: 1 HP: 15/15 XP: 0 || Briny Shaman 1

Cool. I don't want to rain on Numeo's crazy beach display, so we'll simplify it.

Greengill was already on board the ship when Numeo boarded. The two immediately hit it off as major foreigners and general societal outcasts (of mainstream society). They devised the rouse in order to grease the cogs of social interaction when on land.

That's simple enough for me. What do you think?


I think that option can work well.

However, I also want to point out that your ship, the Eye of the Storm is incredibly diverse. You're filled with misfits and outcasts. So you won't stand out in that way Greengill, which could be nice (at least while onboard).

Also, an update is finally coming soon.


Busy this morning, I apologize. I will finally have the next update posting this afternoon. I'll draw in Greengill as well so that he may aid in the conclusion of this adventure!


Sorcerer 2

Hell yeah.


|| Str: (+0) Dex: (+0) Con: (+1) Int: (+3) Wis: (+1) Cha: (-1) || Armor: 0 HP: 17/17 XP: 2 || Level 3 Mage

Sooo... where did everyone go? lol!


Sorcerer 2

Just giving Mogthrasir some time to get RL settled before we continue on, I think :) which does leave us at a bit of a cliffhanger...


Indeed, sorry guys. I'm at the coast currently with the family. So this is a phone update. I won't be able to get a good update until next week unfortunately. Sorry for the failure to give you a heads up. Friday things got hectic so I didn't inform you all.


|| Str: (+0) Dex: (+0) Con: (+1) Int: (+3) Wis: (+1) Cha: (-1) || Armor: 0 HP: 17/17 XP: 2 || Level 3 Mage
GM Mogthrasir wrote:
Indeed, sorry guys. I'm at the coast currently with the family. So this is a phone update. I won't be able to get a good update until next week unfortunately. Sorry for the failure to give you a heads up. Friday things got hectic so I didn't inform you all.

Awww, I wish I had known you were going to be on my side of the Mountain(s).


We're here for a while, all week in cannon beach with the fam!


Alright, back from the coast! I'm catching up on things (hence the lack of post yesterday), but will try to get something moving today so that you guys can stop waiting on me. Thank you all for your patience!


I am posting this to both of my DW games, as I'm going to be making some changes to the way I am GMing them. This is coming from some revelations I've had regarding solutions to common problems or hang ups that I think may help.

Alright, this post may get long, because I’m a long-winded person. Apologies in advance.

I’ve compiled this information together because I would like to approach this game somewhat differently than I have so far. And rather than just change it without any warning, it’s always better to do so with a framework for what will be changing as well as the “why”.

Dungeon World has one of its greatest strengths in the dialogue that goes back and forth between players, and with the GM. Without this aspect, it gets quite clunky: there are only a handful of moves which are less than dynamic in their initial description. This, I believe, is why the creators emphasized that fiction is the priority and that moves only arise out of what is occurring in the fiction.

Similarly, if the game gets reduced to simply making “moves” it not only becomes clunky but also boils down to a seemingly endless teeter-totter of “I hope I make enough 10+ rolls to overcome all the complications that arise from the others”.

I’ve been trying to figure out how to do this in a PbP format because, while such a format really caters to a system like this without initiative order or a need for meticulous strategy, posting in forums is one of the most awkward ways to have something resembling a “conversation”. In researching this (believe me, I’m always trying to get new ideas and figure out how to run these games better… I have a lot of ways to improve) I’ve found that the whole dialogue characteristic of this game is a rather difficult concept to maintain even in tabletop situations.

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

So in a continued pursuit to really build these games into the best they can be, I’ve come across some things I’d like to do differently:

First, and this is the most broad sweeping change, I am choosing to slow down the pace at which I try to plow the game forward in favor of developing this conversation. This means that I will spend more time asking questions, or perhaps explaining a detail that maybe wasn’t apparent before (Examples below). This is not exciting because PbPs already move so slowly, but I’d rather do something really engaging and slow than clunky and fast (cue your innuendo of choice).

Examples:
  • I want to make more frequent use of the “how” question. This might get annoying, but after a while you might begin to anticipate it. ”I’m going to sneak up on the Kobolds.” Great idea, they haven’t spotted any of you yet. How are you going to keep it that way? ”By moving quietly and staying out of sight” That should work. How are you going about that? ”By slipping off my boots and flattening myself against the rightside wall where the torchlight doesn’t seem to reach as much.”
  • I will also try to clarify things based on assumptions you seem to be making or threats I fear I didn’t make clear. ”I’ll charge the gnolls with my war axe raised, hoping to hack down the white one barking out the orders. Dogs don’t scare me.” Take out the leader, huh? That’s a great idea, but they’ve all got long halberds—which means they’re gonna be choppin’ at you before you can even get close enough to bring that axe down. Still charging in? ”Hell yeah. ‘Cause once I get up in their snouts those halberds are worthless. But I’ll also try to jump over their first swings when they come. Death from above and all that…” // or // ”I’ll shapeshift into a fox and then race into the brush, I doubt those Ogres can follow me very quickly through that!” Oh yeah, the foliage is pretty dense here it would slow them down a lot. But the one with the bloody maul is already swinging it at you. You’re gonna get whacked pretty hard while you shift forms. That work? ”Oh, it’s not instant? Ok, shoot, that makes sense. I’ll try and slide between its legs first to dodge the swing. Then when I’m behind him, it’s fox time.”
  • I also invite questions, as I’d love to help you understand the setting or situation further (whether the questions are explicit or implicit). ”This is getting nasty. I’m definitely not a fan of being stuck in here with these things. I’ll look around, is there at least anything I can take cover behind?” Looking around the bedroom you see an overturned end-table that might cover you partially, or you could crouch behind the burning bed if you don’t mind the risk. There’s also a closet, but it’s really a dead end if someone follows (answering explicit question). Speaking of dead ends, the spiders may be blocking the double doors back into the hallway, but remember that Franz knocked down a portion of the wall with that explosion. So your character doesn’t have to feel so “stuck” in there (answering implicit question). ”Oh right, the crumbling wall! Then screw hiding in the closet, I’m booking it for the hallway.”

Second, I need to shift things back to the initial mechanics where the GM designates when a move is needed or what move applies. This one was a revelation for me when I realized what was making things feel a little awkward. Because of the PbP format it really does seem quite advantageous for players to try and predict when a move might trigger and roll accordingly. It cuts out at least two extra steps, right? But I’m finding that several times, by doing so, I find myself feeling a need to shift the fiction in order to accommodate that move because now it has been rolled.

Examples: “I’m gonna try and leap the chasm at the narrowest point.” Rolls Defy Danger.” -- If the chasm is still 25’ wide at that spot, it SHOULD be an automatic fail. Previously I would have felt obligated to go with the roll however.
”I pull myself free from the troll’s grip, then pull out my dagger and drive it into the back of his hand. Rolls Defy Danger, then Hack n’ Slash”At this point I’d feel like I’d have to let you burst free with strength, while at table top I’d simply inform you that the troll is far stronger than you, so your strength isn’t enough to do the trick. What else would you like to try, or how could you leverage that?

Because the fiction comes first, moves are often subjective rather than mechanical in their use. Sometimes climbing a wall is dangerous (it’s icy, or you’re fatigued, or someone’s pursuing you so you’re trying to go quickly), but sometimes it isn’t (it has decent holds, or you’re using climbing gear… who cares if it’s vertical, you’re a hero right?); and sometimes it isn’t even possible (I don’t care if you rolled high, there are no holds in this wall and you have no gear). Likewise, sometimes there are other things that must take place in the fiction before and action (which might trigger a move) can take place. Because there are no “difficulty modifiers”, what makes stabbing a fencing-master so much more difficult than a peasant with a pitchfork is the effort needed to get to a place where you can justify making a Hack n’ Slash move. (See the 16hp Dragon article for clarity).

Examples:
“Old man’s coming at me with a pitchfork huh? I draw my own blade. I don’t want to kill him yet, but I’ll knock that tool out of his hands. Hack n’ Slash time.” Not needed. He’s no fighter, while you spend more time with your blade than he probably spends with his wife. You easily send the pitchfork flying, leaving a disgruntled but bewildered figure raising his arms slowly into the air.
”As soon as the duel starts I pull my rapier free and thrust high at Sir Diego’s smirking face. Roll Hack n’ Slash?” Don’t bother, with a flick of the wrist and a light flourish he swats the tip of your blade aside with his own. You can feel a bit of blood trickling down your cheek as well. Gods that was fast, he’s clearly as good as his reputation suggested! You’re going to have to figure out something less straight forward if you want to survive this. (Which could lead to feints that might defy danger to create an opening, or keeping distance while making weak shots so that you can analyze his form – Discern Realities). See what I mean?

While this is a simple fix in table top (GM says when to roll), in a forum it either creates a time sink, or it leaves a lot of rolls discarded. I’ve found a couple forum games where the group has decided to “keep the rolls” knowing that if I roll an 8 on a premature or unnecessary Defy Danger roll, then the roll will be used (with appropriate stat modifier) for the next roll. I really am not a fan of that option, however, as you will KNOW how something will turn out before you attempt it, for better or worse. If you have any ideas on another option, then I’m quite open to suggestions.

Otherwise, we’re stuck with one of the first two from this point. You may wait until I ask you to make a move (which may not make it too much slower, as things will already be slowing down a little bit from the previously mentioned change. So I could ask you to make a move in the same post I’m answering a question for someone or asking a “How” question). Or you could try and predict moves, rolling for them as you have already, but be aware that they may not be used, forever lost, good or bad if they don’t fit in this situation. Thoughts?

Third, there are some minor changes to the Basic Moves that I would like to try out for the sake of emphasizing the fiction over the mechanics. I’ve been reading a wealth of information on subtle changes intended to do just that and have a handful I would like to introduce. Most of them are subtle, but should get us all thinking of actions as part of the fiction rather than specific moves or tosses of the dice. These are not set in stone, what are your thoughts?

Basic Move Modifications and Additions:

Example Move
What the new trigger, function or parameters are.
Why this was changed and how it is intended to enrich the experience.
//Fabricated example of how this would play out in a game.//

Hack and Slash
When you attack an enemy or attempt a physical maneuver in melee, roll+Str. *On a 10+, you deal your damage or execute the maneuver while avoiding their attack. At your option, you may choose to add +1d6 damage but expose yourself to the enemy’s attack. *On a 7-9, your attack succeeds but the enemy also makes an attack against you. If you are currently in control of the fight, the GM will give you a difficult option about how that attack plays out.
The intention here is to specifically point out that this move can be triggered by all sorts of melee maneuvers beyond simply swinging a sword. Bull rush, grapple, trip… they may require other things to set up, but eventually trigger Hack and Slash when they are attempted. The second change here is to emphasize the choice element, which creates a lot of depth when used right. So if your character is still controlling the fight, he/she has a small degree in controlling how their enemy retaliates.
Example: Brutus wants to tackle the hobgoblin to the ground, but decides that he’d rather knock the jagged blade out of its hand first rather than get swiped while he gets in close enough to do so. The GM asks him to roll hack and slash for the attempt and he rolls a 7. Because he’s the dominant fighter at the moment, he’s given a choice. As he knocks the blade free he can feel himself losing grip of his own. He can let them both fly free, or really focus on hanging on which gives the creature a window to bite him. Because he won’t need the blade for the grapple he intends next, he lets it skitter across the floor with the other.

Shoot, there are more. But I can’t pursue it further at the moment as we need to skip town. I will try to finish it up later with the other move changes. Feel free to discuss it, or wait :)


Continued...

Basic Move Modifications and Additions:

Volley
Same as usual in most effects...
*On a 7-9, it's a difficult shot to make. The GM will describe a difficult position you could put yourself in to still get a successful shot. If you are unwilling then you will need to take several shots to hit (mark 1 ammo) or take what you can get (-1d6 damage).
This probably looks just the same as before. The only change is that the GM will describe, at least in part, what the danger you could place yourself in would look like before you make the choice. This is to prevent the GM from forcing character action, even if the character decided they were willing to be put in a spot. For PBP, this could be sped up if the character who is willing to be "put in a spot" gives a description of how they're doing so (leaving cover, moving somewhere dangerous, appearing conspicuous, etc.)
Example: Talinthus has climbed a small ways up the landslide of giant rocks beside the path to get an advantageous position on the lizardmen's barricade. He fires a shot at one of the mounted skinks and rolls a 9. The GM states that just as he's about to take the shot, is quarry is about to disappear behind a larger outcropping, but he could still get a strong shot if he's willing to make a quick move on the precarious stones (if he's not willing, then he can still go for the shotgun effect, or a grazing shot). Other option: after rolling the 9, Talinthus could state "Uh oh, looks like I don't have a good chance at this shot. Could I stand up quickly and yell out to the rider, hoping to grab his attention long enough to get the good shot?"... in that way, the GM has the character's action to work with for putting him in a spot, rather than dictating it himself (which is a no-no).

Discern Reality
This one is tricky, because I want to change the way we think about it. We should assume that good adventurers are always listening, smelling, watching, etc., their environment. I will try to describe many of these things without being asked. But if an adventurer is ever curious about their surroundings and their immediate perception of it, I will describe it fully and not require a roll. This is the way we gravitate toward using Discern Realities, but from now on it's free. To Discern Realities should actually be engaging with the environment in a way to get BEYOND what can automatically be seen, heard, felt, smelled, etc... The GM will ask you to roll if the answer to your question isn't apparent through general observation.
When you closely study a situation or person, describe how you are doing so beyond basic observation then ask one of the questions below. After you have asked your question, Roll+Wis. *On a hit, the GM will answer your question truthfully and you may take +1 forward when acting on the answers. *On a 10+, you also gain 2 hold that may be used for other questions below regarding the relevant circumstance. These can be used immediately, or later if pertinent.
One obvious change is to better explain how Discern Realities differs from general observation. The second is to ask your question first... what is it you're initially trying to find out? On a 10+, you have discovered enough stuff to discern information beyond your initial question. These could be questions that snowball from the answer you get to the first question, or things that come up later that you think information from earlier might aid with. Also, don't underestimate the value of +1 forward. Discern Realities is a viable means of boosting the probability of an important action.
Example: Jasper paces around the library, stopping whenever he feels a draft. He's certain there must be a passageway here. Should he find one, he looks for any worn or out of place books in that section. What here is not what it appears to be? -- After a roll of 11, the GM answers by pointing out a draft Jasper notices and a nearby candelabra that seems to be attached to the wall differently than the others. Jasper could ask more questions, or could save the hold in case something else comes up later on that might hint back at what was in the library (they need a specific book - "what here is useful or valuable to me?")... "Hey, did I see that book when we were back at the library while I was searching for a passage? I'll use one of my hold.

Spout Lore
When you consult your accumulated knowledge about something, first explain why you think you might remember something about this and a brief description of what you think you recall. Then Roll+Int. *On a hit the GM will tell you something interesting that you recall further. *On a 10+ the GM will ensure that the addition is not only interesting but also useful. The GM may ask you to "explain further how you know this."
Two of the big tenets of this game are "Draw Maps and Leave Blanks" and "Play to Find Out". This means that world creation and direction are not concretely defined prior to play and should be "discovered" by the group as well as the GM. The intention here is to build in an obvious way that players get to "make sh** up". If the GM doesn't think it's information the character would know, or doesn't buy the reasoning they give for it, he/she may dismiss it. Otherwise the GM will ask for a Spout Lore roll *However, what they "make up" is still rooted in character experience and knowledge (more on that in the next move). The GM may also modify/clarify what you remember on a failed roll or if your memory is blatantly geared toward giving you an unnecessary advantage, as you'll see in the example below.
Example 1: As Lucricious stares up at the vine-covered crest adorning the entrance to the ruined temple, he can't help but feel like he recognizes it. In his religious studies as a paladin, there were a number of ancient religions that came up as topics of study (where he thinks he remembers it from)... and he initially thinks this may have something to do with a an old sect similar to his own that eventually fell to cannibalism (brief description of "making sh** up"). The GM has him Spout Lore and he rolls a 7. The GM then builds on the cannibalism story and relays a bit of history on exactly what went down with this apostatized sect, but it's up to the players to find anything useful from it.
Example 2: Shyrin watches from the shadows as the Slime Elemental engulfs Solomon. She had lived in the catacombs beneath the city of Stanfullton for about 12 years, certainly she had learned something about these cavern dwellers (where she remembers it from)... didn't water dissolve them or something, in large amounts? ("making it up"). After a roll of 4, however, the GM points out that she realizes she was mistaken and water actually causes them to swell and sometimes multiply. A sewer then is not a good place to be fighting one!

There is still one more, but it's a new one and may take more time than I have. Explaining this has taken longer than I anticipated. So I will bring in the final one in the near future. Again, feel free to discuss things, and I'll weigh in on discussion already happening when I have more of an opportunity to do so!


|| Str: (+0) Dex: (+0) Con: (+1) Int: (+3) Wis: (+1) Cha: (-1) || Armor: 0 HP: 17/17 XP: 2 || Level 3 Mage

My personal concern for shifting the "speed" of the "action" so to speak is that, at best, during my work days, I can post roughly 1-2 times a day, and usually not until the evening when I get home. So if there's lots of back and fourth of "how," this can mean that a single action from Quel might take a day or three to resolve.

If everyone is cool with that, then I'm ok as well.


Last installment...

New Move Proposal:
But first, an explanation of where the "line" is in regard to character's ability to create the world, as suggested by best practices.

Dungeon World is basically a hack of an older game: Apocalypse World, and uses it's dice mechanics and action/story-centric philosophies. Here is a link to an Apocalypse World article that helps define this line and how to maintain this within a world where players are given such freedom. Right at the outset, the author states:
In Apocalypse World [or Dungeon World], the players are in charge of their characters. What they say, what they do; what they feel, think, and believe; what they did in their past. The MC is in charge of the world: the environment, the NPCs, the weather, the psychic maelstrom.
If I can sum it all up, the extent at which a "player" can define the world in which the character operates is defined by the "character". He/she has full control of everything the character does, and also has almost free reign in defining the world through that character's past. Any cities, people, events, cultures/customs, etc. that are described pertaining to that characters past become canon (provided it doesn't contradict canon already established). This is why I let you essentially define your own races, customs and backgrounds.
But to define other aspects of the world, gets closer to the line. You AREN'T a member of another race, so to define them would have to be historically through interactions your character has had with this species. Do you see the subtle nuance?
This gives the GM freedom to ask you questions that help define the world, by rooting them to your past. "You've heard of this guy before, haven't you? What stood out most to you in the stories you heard?" But anything current can only be interacted with by your character, not defined. (Bad practices, of which I'm guilty, are asking the players what they find in a chest, or what might be causing the temple infestation, etc.)
Spout Lore gives you opportunities to define the world further, by providing a mechanic that is by necessity tied to your history. Somewhere in your past you already studied, experienced, or heard of this. And you are required to explain it in a plausible way before you have the opportunity. Furthermore, the GM gets to run with your information (as character knowledge is never exhaustive) and build it into the fictional reality.
But Spout Lore only allows you that opportunity when there is valuable information to learn. What if you simply have a fun idea that you think would enrich the world (as one of the GM agendas is to create a fantastic world)? In comes the following:

Suggestion
When you think you might realize something intriguing, fantastic, or humorous that hasn't been revealed yet, suggest it with a plausible explanation of how your character might have realized it. The GM will either build upon your character's realization or inform you that you are mistaken. This may also lead to Spouting Lore for further information.
In a lot of ways this is similar to Spout Lore, especially in that it gives you an opportunity to make stuff up. But where Spout Lore allows you to convey/retcon a piece of academia from your character's past, Suggestion allows you to attempt to create/shape the current circumstances by tying them to your character's experiences or awareness.
Example 1 (From Hoist the Black Flag game): As the crew is trying to figure out a good way out of the city, Numeo suggests that he has seen some fliers about a hot-air balloon, rumored to be able to traverse the world in 180 days. Maybe that could be an options to get out. (The GM could have told him he was mistaken, as it hadn't been established yet, or that the fliers were old and the balloon was no longer around... but it was a brilliant idea. So we ran with it.)
Example 2 (From the same game): Quelthas senses something powerful tracing his movement and actions (especially his magical contortions). He suggests that the observer is a Paradox Beast, giving a very rough sketch of what such a creature might be. (Again, the GM could have told him that something seemed different than what he remembered about Paradox Beasts, or even let the character go on thinking that to later find out otherwise. But it was a great idea.) *Looking back on this instance though, as a GM I should have asked how Quelthas knew about Paradox Beasts, and what about this instance made its unique presence so familiar, so that it would be further grounded in character experience. I also should have then asked him to Spout Lore and roll for it, as we could have further defined it... as of yet, the group still knows very little of what they face and how it works.

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

Finally, an optional GM Move for both Spout Lore and Discern Realities failures:
The core ruleset is VERY CLEAR that while the GM can be particular in the information he/she conveys, it must all be true. The GM can not provide false information. However, some people have suggested the option below.
You're Mistaken...
On a failed (6-) Spout Lore or Discern Realities roll, the GM may give you false information. He MUST inform you, the player, that the information is not correct, though your character would not know otherwise. If you act on the information as if it were true, or convey it to someone else who acts on it as if it were true, the acting character marks +1 xp. Only 1 xp can be given in this way.

This is only a suggestion. I'm not sold on it yet, but somewhat intrigued by it. I want to know your thoughts before I consider adopting it, and would make sure you know it's a possibility before implementing. Thoughts?


And yeah, this change would make it hardest probably on you Quelthas, for exactly the reasons you stated. However, if the dialogue involves shorter replies on my own part then I could do those during the evenings from my phone. I can't do large updates at that time, as typing isn't enjoyable to do extensively that way, and throwing in the formatting for this forum makes it even more difficult.

But If I'm just asking a question or relaying the need for a roll, that's simple and quick. So it may make my own part in this more reliable. For what that's worth.


|| Str: (+0) Dex: (+0) Con: (+1) Int: (+3) Wis: (+1) Cha: (-1) || Armor: 0 HP: 17/17 XP: 2 || Level 3 Mage
GM Mogthrasir wrote:

And yeah, this change would make it hardest probably on you Quelthas, for exactly the reasons you stated. However, if the dialogue involves shorter replies on my own part then I could do those during the evenings from my phone. I can't do large updates at that time, as typing isn't enjoyable to do extensively that way, and throwing in the formatting for this forum makes it even more difficult.

But If I'm just asking a question or relaying the need for a roll, that's simple and quick. So it may make my own part in this more reliable. For what that's worth.

Agreed. During breaks and lunch during the workday, for me, I can do some rolls and such, but formatting big passages on even a smartphone gets obnoxious... lol.

That said, I dig the "wrong info" rule for missed lore/discern checks. There are a few systems that take that approach. A critical botch one time on knowledge actually got the party moving forward again because my character "thought" a particular "terrible, terrible thing" was on the way, but the reality was bad in a different way, but a way where inaction was the waaaay wrong answer.


Quelthas Greybreak wrote:
GM Mogthrasir wrote:

And yeah, this change would make it hardest probably on you Quelthas, for exactly the reasons you stated. However, if the dialogue involves shorter replies on my own part then I could do those during the evenings from my phone. I can't do large updates at that time, as typing isn't enjoyable to do extensively that way, and throwing in the formatting for this forum makes it even more difficult.

But If I'm just asking a question or relaying the need for a roll, that's simple and quick. So it may make my own part in this more reliable. For what that's worth.

Agreed. During breaks and lunch during the workday, for me, I can do some rolls and such, but formatting big passages on even a smartphone gets obnoxious... lol.

That said, I dig the "wrong info" rule for missed lore/discern checks. There are a few systems that take that approach. A critical botch one time on knowledge actually got the party moving forward again because my character "thought" a particular "terrible, terrible thing" was on the way, but the reality was bad in a different way, but a way where inaction was the waaaay wrong answer.

Hahaha, yeah it's intended to provide ways for you to further roleplay the results of a botched knowledge/perception roll. But it goes against a core mechanic of those moves. So it would need to be clear to the player that the information is false, but he and the other players have opportunity to run with it anyway knowing that someone would get xp for roleplaying the blunder.


Male Human Battlemaster 3 | HP: 11/20 | Armor: 0 | XP: 2 | Gambit: 4

Hello, everyone! Just popping in to apologize for taking so long to post. I got carried away by the world-building assignment and wrote a ton of stuff! Also, work has been nuts, which has been severely cutting into my writing time. I thank you for your patience, and I hope you like what I've put together.

Oh, and I really like Quelthas' post about the elves and their bureaucratic methods. Very interesting stuff--we've got quite a world coming together!


Sorcerer 2
Everett Kale wrote:
Very interesting stuff--we've got quite a world coming together!

Agreed, I always love reading new posts in this campaign thread. Our group sets a high standard for thoughtfulness and articulation.

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