
wicked_raygun |
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Looking to run a Dungeon World game for 3 to 5 players. This game will be a homebrew set in Murk Water, a town on the edge of a swamp that holds many deadly secrets. Adventurers are sought to handle a band of kobolds that have been harassing the town lately -- of course, nothing is as it seems.
I'm looking for a group of collaborative players who either have some familiarity with the Dungeon World rules or a willingness to learn. I have a feeling that the adventure will be fast moving, but I'm not expecting more than a post per week day, and one per weekend.
Standard character creation as described in the DW rule book, so we'll be assigning ability scores. I would prefer to stick with the core classes, but I'd be willing to listen to suggestions.
Anyone interested?

Loup Blanc |

I put this in another thread, but same here: I probably shouldn't throw my hat in here, but I will. I've never played the system before but I love to check things out and it looks interesting based on this SRD (which I hope is legit and looks right to you?). Plus I've always enjoyed playing with you in the past, and I'd love to join another of your games.
I'll take a look at the stuff and figure out what I'm interested in playing.

wicked_raygun |

Good to see some early interest. I'll probably keep this up until Sunday, August 20th, unless we get a deluge of applicants.
LB: The SRD is indeed valid. And the system is relatively easy to understand. The game streamlines a lot into a series of moves. And then the burden is on the GM and players to describe what is happening in a cinematic fashion.

dumptruckman |

I am interested! I dunno how you'd feel about it but I've lately been obsessing over doppelgangers (of all things...) and I decided to make a DW playbook for them for fun. I'm interested in playing a sort of person with mysterious motives who no one knows the true identity of.
Here is the playbook (still a WIP)
I am very open to feedback on this concept.
Alternately if that doesn't jive with you I am open to playing something else!

wicked_raygun |

@YR - Racial traits are largely unimportant in Dungeonworld. You pick a class and within the class there are options for a race or two. Paladins in particular are only human, similar to older versions of D&D.
That being said I would be 100% ok with you just saying you were a "Grippli" or a "Ravenfolk" without there being a true mechanical difference. We'll just roleplay the differences out.

wicked_raygun |

@dumptruckman - The class for doppelganger "feels" a little too powerful. I specify that with quotes because obviously I haven't played it out. Still I'm going to have to say no.
Natural Shapeshifter working without a check of some sort is fine for a monster, but feels a little too much for a PC.
That being said you could play a doppelganger who was cursed to be stuck in a single form. It could make for a cool motivation to try to regain your abilities.

dumptruckman |

Alright. As I said I don't mind to play something else; I've been wanting to try the Barbarian.
I would point out that the Druid's Shapeshifter ability, while requiring a roll, does not ever prevent them from taking an animal form. The roll confers Hold which is only used when making a move that the form grants. I poured over the Druid to try to strike balance in the Doppelganger playbook which is why Natural Shapeshifter does not grant any moves by default. Obviously, however, being able to take the form of another person will confer advantages in social situations which is what Comfortable in Someone Else's Skin is there for. The trigger, being put in a spot, gives the GM wide berth for just about anything they want causing the move to trigger and forcing a roll.
For example, maybe the Doppelganger, wearing Sue's appearance, is chatting with Bob. In the background behind the Doppelganger, Bob sees Sue walk by. Awkward! - now roll.
Anyway, I am also concerned about the power level but am trying my best to figure out how to make it "balanced".

YoricksRequiem |

@YR - Racial traits are largely unimportant in Dungeonworld. You pick a class and within the class there are options for a race or two. Paladins in particular are only human, similar to older versions of D&D.
That being said I would be 100% ok with you just saying you were a "Grippli" or a "Ravenfolk" without there being a true mechanical difference. We'll just roleplay the differences out.
Oh, I know.
I think them being 'only human' is kind of silly / weird in a game where the world is created largely by the players (such that humans might not even exist!). What I actually do in my games is I have half-classes that are classes and half-classes that are vague races and you combine them, which I think works pretty well for some added variety / "multiclassing" kind of stuff.
/Tangent.
But anyway, what I'm doing also doesn't have to be a Paladin in the true sense of the word, but could essentially just be some kind of Knight. I'm not sure how much I'd play up the Religious aspects of the class anyway. But there isn't a class that's closer to what I have in mind (especially sticking with the core classes).
And, yeah, the human racial is ambiguous enough that I think it would be fine with a simple rename. I'd probably want a thing to represent Ravenfolk wings or Grippli tongue, but it can always come later as an advanced move / magic item / fluff kind of thing.

Madcaster |

So, here's crunch on my guy.
Let me know if there are any mistakes.
Look: Eager Eyes, Shorn Hair, Tanned Skin, Lithe Body
Stats:
Strength 13 (+1)
Constitution 15 (+1)
Dexterity 16 (+2)
Intelligence 9 (+0)
Wisdom 12 (+0)
Charisma 8 (-1)
HP: 25
Armor: 3
Damage: d10
Race: Elf
Moves:
Elf: Choose one weapon (Spear) — you can always treat weapons of that type as if they had the precise tag.
Bend Bars, Lift Gates: When you use pure strength to destroy an inanimate obstacle, roll+Str.
On a 10+, choose 3.
On a 7-9 choose 2.
*It doesn’t take a very long time
*Nothing of value is damaged
*It doesn’t make an inordinate amount of noise
*You can fix the thing again without a lot of effort
Armored: You ignore the clumsy tag on armor you wear
Signature Weapon: This is your weapon. There are many like it, but this one is yours. Your weapon is your best friend. It is your life. You master it as you master your life. Your weapon, without you, is useless. Without your weapon, you are useless. You must wield your weapon true.
Spear - Reach; Hooks and spikes. +1 damage, but +1 weight; Versatile. Choose an additional range (Close); Ornate
Alignment: Neutral (Defeat a worthy opponent)
Gear:
Load: 11/25
Dungeon rations (5 uses, 1 weight)
Antitoxin (0 weight), dungeon rations (1 weight), and poultices and herbs (1 weight)
Scale armor (2 armor, 3 weight)
Shield (+1 armor, 2 weight)
Ornate spear - Versatile (Close, Reach), Hooks and spikes (+1 damage), signature, 3 weight

Loup Blanc |

Alright, I've gone back and forth a lot on what kind of character to build, from fighter to barbarian to immolator, but I think I'm happy with this one and how it came out. Let me know any thoughts.
Race: Human
Name: Shrike
Looks: Sharp eyes, hooded head, cape, sharp body
Stats: Strength 12 (0), Dexterity 16 (+2), Constitution 13 (+1), Intelligence 9 (0), Wisdom 15 (+1), Charisma 8 (-1)
HP: 21
Armor: 1
Damage: d8
Gear: Dungeon rations (5 uses), leather armor (1 armor), bundle of arrows (6 ammo), adventuring gear, hunter's bow (near, far), short sword (close)
Load: 7/23
Animal Companion: Wraith
Species: Wolf
Stats: Ferocity +2, Cunning +2, Armor 0, Instinct +1
Strengths: Keen senses, stealthy
Trainings: Fight humanoids, fight monsters, hunt
Weakness: Lame

wicked_raygun |

@Madcaster - Your fighter looks good to go. I like making a spear a precise weapon. Very cool. Spears don't get enough love.
@Loup Blanc - The only thing noticeably absent from your stats was your alignment. Besides that, looks good.
Note: We'll worry about Bonds once everyone has their initial build done.
Ok, so that's a ranger and a fighter.

dumptruckman |

Well, it kinda looks like the BSF role is filled here. Perhaps I will look for something besides the Barbarian. In the mean time, I have significantly reworked the Doppelganger and wanted to see if perhaps it is more acceptable now.
edit: I suppose the Wizard will be my fallback.

Lichkicker1 |

Here's my submission if there's still room.
Class: Bard
Name: Shyff Sonora
Exiled from the High Choir for breaking his vow of silence, Shyff now seeks a greater purpose.
Race: Elf - When you enter an important location (your call) you can ask the GM for one fact from the history of that location.
Look: Knowing eyes, Fancy Hair, Finery, Fit Body
Alignment: Good - Perform your art to aid someone else.
HP: 19/19
Armour: 1
Damage: D6
Stats:
Strength 8 (-1)
Constitution 13 (+1)
Dexterity 12 (+0)
Intelligence 15 (+1)
Wisdom 9 (+0)
Charisma 16 (+2)
Moves:
Arcane Art:
When you weave a performance into a basic spell, choose an ally and an effect:
*Heal 1d8 damage
*+1d4 forward to damage
*Their mind is shaken clear of one enchantment
*The next time someone successfully assists the target with aid, they get +2 instead of +1
Then roll+Cha.
*On a 10+, the ally gets the selected effect.
*On a 7-9, your spell still works, but you draw unwanted attention or your magic reverberates to other targets affecting them as well, GM’s choice.
Bardic Lore (Legends of Heroes Past):
When you first encounter an important creature, location, or item (your call) covered by your bardic lore you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what tale, song, or legend you heard that information in.
Charming and Open
When you speak frankly with someone, you can ask their player a question from the list below. They must answer it truthfully, then they may ask you a question from the list (which you must answer truthfully).
*Whom do you serve?
*What do you wish I would do?
*How can I get you to ____?
*What are you really feeling right now?
*What do you most desire?
A Port in the Storm:
When you return to a civilized settlement you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then.
Gear (Load: 4/8)
*A songbook in a forgotten tongue (0w)
*Leather armor (1AC, 1w)
*Dueling Rapier (close, precise, 2w)
*Adventuring Gear (1w)

wicked_raygun |

So everyone that has submitted so far is invited to play. If you're still working on a character, no problem, I can wait a bit.
Anyways, welcome to the game. I'll be opening up the thread later tonight. When I do, go ahead and dot the thread and then report to the discussion thread and start working out your bonds.

dumptruckman |

Class: Doppelganger
Name: Mezirbrekan
Look: Alien Eyes, Ridged Head, Naked, Gangly Body
Alignment: Chaotic - Upset the balance of power.
Background: Spirit Double - When you aid or interfere while in the shape of the target, take +1.
Stats
Strength 13 (+1)
Dexterity 12 (0)
Constitution 8 (-1)
Intelligence 9 (0)
Wisdom 15 (+1)
Charisma 16 (+2)
Damage: d6
Armor: 1
Hit Points: 16/16
Bonds
TBD
Moves
Mimic
You have the supernatural ability to change your shape. You may take on the physical form and appearance of any similarly sized humanoid who you have encountered. You still use your normal stats and you may revert to your original form or change to another form at any time. In addition, your ability is...
* Versatile: you can change what your clothes and belongings look like.
* Perfect: you take on the voice and mannerisms associated with the appearance.
Read Thoughts
When you discern realities by magically prying into someone’s mind, you may ask additional questions from the following list. On a 7-9, you also arouse suspicion from the target.
* What secret are they desperately keeping?
* Who do they trust most?
* What are their goals?
* Who is their greatest enemy?
Stretchy Hide
Your natural form has unusually malleable skin that protects you from harm in any form. When not wearing other armor, take +1 armor.
Stalker
When you shadow someone to learn of their habits, roll +WIS. On a 10+, take +1 forward when acting on what you learn. On a 7-9, you still take +1 forward but choose one:
* The target gets the feeling they’re being followed.
* Someone else notices your odd behavior.
* You lose sight of the target.
Gear
Load: 1/11
* Short Sword (close, 1 weight)
* Fake Documents (5 uses, 0 weight)
* 20 coins

dumptruckman |

Dumptruckman - I have to admit that I'm a little dubious about allowing it, but I'm also insanely curious as to how it will play out. So I'm going to allow the doppelganger with the caveat that if I think it's affecting the group's fun that we can work out switching the character out.
Awesome! I agree, if it is causing problems we should take steps to rectify it. Also, sorry for the delay in response. I just started school this week so it's been a little hectic.