Hi! I wrote this custom moves for Dungeon World + Ravenloft a while back, what do you think Gautleteers?
(Link to document here: https://www.dropbox.com/s/5drmnw5czarjdkd/DW-hack-Ravenloft.pdf?dl=0)
Google+ community from Dec 2012 to March 2019
Hi! I wrote this custom moves for Dungeon World + Ravenloft a while back, what do you think Gautleteers?
Hi! I wrote this custom moves for Dungeon World + Ravenloft a while back, what do you think Gautleteers?
(Link to document here: https://www.dropbox.com/s/5drmnw5czarjdkd/DW-hack-Ravenloft.pdf?dl=0)
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Okay, I’m really into the idea of having such specialized Defy Danger moves! And I might use that as a technique to characterize dungeons, locations and enemies before hand, in the future.
But then I would keep the process very close to the original basic move.
So, while I love the ideas in the options, I, personally, do not like prescribed 6- results on moves that anyone could trigger.
If I have those, I always think they need to be tied to a very unique trigger condition (like at a specific time or place or set of circumstances).
Not sure if this is helpful feedback… but maybe the options under The horror! The horror! could itself be moves to present to the PCs to take as options?
“When you cross a threshold of what you can bear…” That way you could still push these on a PC if they fail to hold it together and open them up to be applied in other situations as well.
Okay, I’m really into the idea of having such specialized Defy Danger moves! And I might use that as a technique to characterize dungeons, locations and enemies before hand, in the future.
But then I would keep the process very close to the original basic move.
So, while I love the ideas in the options, I, personally, do not like prescribed 6- results on moves that anyone could trigger.
If I have those, I always think they need to be tied to a very unique trigger condition (like at a specific time or place or set of circumstances).
Not sure if this is helpful feedback… but maybe the options under The horror! The horror! could itself be moves to present to the PCs to take as options?
“When you cross a threshold of what you can bear…” That way you could still push these on a PC if they fail to hold it together and open them up to be applied in other situations as well.
Thanks for checking them and for your comments! I have a question, I’m not sure I’m understanding what you mean by “open them up to be applied in other situations”. Sorry. Can you expand on that?
Thanks for checking them and for your comments! I have a question, I’m not sure I’m understanding what you mean by “open them up to be applied in other situations”. Sorry. Can you expand on that?
Sure! I mean you can slip into Aversion, Obsession, Rage or Shock through other means than just horror. Could be useful if you want DW to behave more gritty/down-to-earth in general.
Sure! I mean you can slip into Aversion, Obsession, Rage or Shock through other means than just horror. Could be useful if you want DW to behave more gritty/down-to-earth in general.
Oh… got you. I’m actually trying to strait mimic/convert the Fear and Horror checks from the AD&D Ravenloft setting, that’s why I’m very specific on the results and trigger situations. Also why I’m including the 6- options.
Your take is interesting though, and I may be considering it for another hack I’m working on. One that’s its own thing rather than just an attempt to adapt Ravenloft.
Oh… got you. I’m actually trying to strait mimic/convert the Fear and Horror checks from the AD&D Ravenloft setting, that’s why I’m very specific on the results and trigger situations. Also why I’m including the 6- options.
Your take is interesting though, and I may be considering it for another hack I’m working on. One that’s its own thing rather than just an attempt to adapt Ravenloft.
Oh okay, yeah, my comments are without any consideration of the base material except for its genre.
Oh okay, yeah, my comments are without any consideration of the base material except for its genre.
On Stand Brave, I feel like the second choice will never be picked. 7-9 is a success with consequences. If you just run away on a fear check, that feels like a failure (extra painful because you don’t get XP like you would if you rolled a 6-). We want the player to stay engaged with the fiction. How about something like this:
10+, You gather your courage and act normally
7-9, You stand your ground but the horror gets under your skin. Choose 1:
* You’re shaken. Take -1 forward.
* You drop something. The GM will tell you what. picking it up will put you at a disadvantage.
* You bolt. You run a short distance away leaving your companions to fend for themselves or giving an enemy time to prepare something.
On Stand Brave, I feel like the second choice will never be picked. 7-9 is a success with consequences. If you just run away on a fear check, that feels like a failure (extra painful because you don’t get XP like you would if you rolled a 6-). We want the player to stay engaged with the fiction. How about something like this:
10+, You gather your courage and act normally
7-9, You stand your ground but the horror gets under your skin. Choose 1:
* You’re shaken. Take -1 forward.
* You drop something. The GM will tell you what. picking it up will put you at a disadvantage.
* You bolt. You run a short distance away leaving your companions to fend for themselves or giving an enemy time to prepare something.
Reading all the messages that were posted between the time I started my post and when I posted it (after several distractions), I might have responded differently. I’m not familiar with the Ravenloft material you’re trying to mimic.
Reading all the messages that were posted between the time I started my post and when I posted it (after several distractions), I might have responded differently. I’m not familiar with the Ravenloft material you’re trying to mimic.
Logan Howard no worries, you made a clear point about running never being picked. So I’ll review it and made proper adjustments.
I also understand your concern about running and removing the character from the fiction, but the way I see it is just a specifically framed situation for a “Separate them” GM move.
Logan Howard no worries, you made a clear point about running never being picked. So I’ll review it and made proper adjustments.
I also understand your concern about running and removing the character from the fiction, but the way I see it is just a specifically framed situation for a “Separate them” GM move.
Minor thing… instead of the line “You can refer to this move as a Fear Check/Horror Check,” just name the moves “Fear Check” and “Horror Check” (and delete those lines).
We name all the other moves, right? And then we have other mechanics that reference them (like “When you Parley using threats or violence, use STR instead of CHA.”).
Minor thing… instead of the line “You can refer to this move as a Fear Check/Horror Check,” just name the moves “Fear Check” and “Horror Check” (and delete those lines).
We name all the other moves, right? And then we have other mechanics that reference them (like “When you Parley using threats or violence, use STR instead of CHA.”).
For the Fear Check, I’d go with…
On a 7-9, choose 1:
* Stand fast, though your hands shake and your legs feel like jelly… take –1 ongoing until the threat is defeated or you turn and run
* Mark XP and run like a coward, taking +1 ongoing to escape (but foregoing everything else)
* Mark XP and cower like a child, taking +1 ongoing to hide (for foregoing everything else)
On a 6–, you panic. Mark XP, drop what you’re holding, and either flee, hide, or freeze up and cower (your choice). Ask the GM to tell you when and where you come to your senses.
Reasoning: this version of a 7-9 gives a choice between agency-with-penalty (stand fast at –1) or flee/hide with incentive (XP and +1 ongoing to do it). And the 6– gives the player a meaningful statement to make about how their character responds, and prompts the GM to frame a new scene.
(edit for formatting… dammit, G+!)
For the Fear Check, I’d go with…
On a 7-9, choose 1:
* Stand fast, though your hands shake and your legs feel like jelly… take –1 ongoing until the threat is defeated or you turn and run
* Mark XP and run like a coward, taking +1 ongoing to escape (but foregoing everything else)
* Mark XP and cower like a child, taking +1 ongoing to hide (for foregoing everything else)
On a 6–, you panic. Mark XP, drop what you’re holding, and either flee, hide, or freeze up and cower (your choice). Ask the GM to tell you when and where you come to your senses.
Reasoning: this version of a 7-9 gives a choice between agency-with-penalty (stand fast at –1) or flee/hide with incentive (XP and +1 ongoing to do it). And the 6– gives the player a meaningful statement to make about how their character responds, and prompts the GM to frame a new scene.
(edit for formatting… dammit, G+!)
And on the Horror Check, I strongly think the player should be the one who chooses the 6– result.
And on the Horror Check, I strongly think the player should be the one who chooses the 6– result.
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