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, welcome to Dungeon World: Vengeance of Alara

16:19, 25th April 2024 (GMT+0)

DW Information:

Posted by The GMFor group 0
The GM
GM, 3 posts
Tue 6 Nov 2018
at 20:09
  • msg #1

DW Information:


https://drive.google.com/file/...eW1GRVVaNnRfbnc/view



General Equipment Tags
These are general tags that can apply to just about any piece of gear. You’ll see them on armor, weapons or general adventuring tools.

Applied: It’s only useful when carefully applied to a person or to something they eat or drink.

Awkward: It’s unwieldy and tough to use.

+Bonus: It modifies your effectiveness in a specified situation. It might be “+1 forward to spout lore” or “-1 ongoing to hack and slash.”

n coins: How much it costs to buy, normally. If the cost includes “-Charisma” a little negotiation subtracts the haggler’s Charisma score (not modifier) from the price.

Dangerous: It’s easy to get in trouble with it. If you interact with it without proper precautions the GM may freely invoke the consequences of your foolish actions.

Ration: It’s edible, more or less.

Requires: It’s only useful to certain people. If you don’t meet the requirements it works poorly, if at all.

Slow: It takes minutes or more to use.

Touch: It’s used by touching it to the target’s skin.

Two-handed: It takes two hands to use it effectively.

n weight: Count the listed amount against your load. Something with no listed weight isn’t designed to be carried. 100 coins in standard denominations is 1 weight. The same value in gems or fine art may be lighter or heavier.

Worn: To use it, you have to be wearing it.

n Uses: It can only be used n times.



Weapons
Weapons don’t kill monsters, people do. That’s why weapons in Dungeon World don’t have a listed damage. A weapon is useful primarily for its tags which describe what the weapon is useful for. A dagger is not useful because it does more or less damage than some other blade. It’s useful because it’s small and easy to strike with at close distance. A dagger in the hands of the wizard is not nearly so dangerous as one in the hands of a skilled fighter.

Weapon Tags
Weapons may have tags that are primarily there to help you describe them (like Rusty or Glowing) but these tags have a specific, mechanical effect.

n Ammo: It counts as ammunition for appropriate ranged weapons. The number indicated does not represent individual arrows or sling stones, but represents what you have left on hand.

Forceful: It can knock someone back a pace, maybe even off their feet.
+n Damage: It is particularly harmful to your enemies. When you deal damage, you add n to it.

Ignores Armor: Don’t subtract armor from the damage taken.

Messy: It does damage in a particularly destructive way, ripping people and things apart.

n Piercing: It goes right through armor. When you deal damage with n piercing, you subtract n from the enemy’s armor for that attack.

Precise: It rewards careful strikes. You use DEX to hack and slash with this weapon, not STR.

Reload: After you attack with it, it takes more than a moment to reset for another attack.

Stun: When you attack with it, it does stun damage instead of normal damage.

Thrown: Throw it at someone to hurt them. If you volley with this weapon, you can’t choose to mark off ammo on a 7–9; once you throw it, it’s gone until you can recover it.




Weapons have tags to indicate the range at which they are useful. Dungeon World doesn’t inflict penalties or grant bonuses for “optimal range” or the like, but if your weapon says Hand and an enemy is ten yards away, a player would have a hard time justifying using that weapon against him.

Hand: It’s useful for attacking something within your reach, no further.
Close: It’s useful for attacking something at arm’s reach plus a foot or two.
Reach: It’s useful for attacking something that’s several feet away—maybe as far as ten.
Near: It’s useful for attacking if you can see the whites of their eyes.
Far: It’s useful for attacking something in shouting distance.



Armor
Armor is heavy, difficult to wear and is damned uncomfortable. Some classes are better trained to ignore these drawbacks, but anyone can strap on a suit of armor and enjoy the benefits it grants.

Armor Tags
Armor, like weapons, has tags. Some are purely descriptive but the ones below have some mechanical effect on the player wearing them

n Armor: It protects you from harm and absorbs damage. When you take damage, subtract your armor from the total. If you have more than one item with n Armor, only the highest value counts.

+n Armor: It protects you and stacks with other armor. Add its value to your total armor.

Clumsy: It’s tough to move around with. -1 ongoing while using it. This penalty is cumulative.
The GM
GM, 24 posts
Thu 29 Nov 2018
at 19:47
  • msg #2

DW Information:


We're using the Dungeon World rules as a default, but here's an rule I'm thinking about to replace "Perilous Journey..."


UNDERTAKE A JOURNEY
When you lead a group through hazardous or unfamiliar lands or explore a perilous site, roll +…

■ … +STR if you carry most of the gear.
■ … +DEX if you move cautiously and stealthily.
■ … +CON if you push on with resilience.
■ … +INT if you analyze the best path based on knowledge.
■ … +WIS if you follow land features and stars.
■ … +CHA if you motivate your group.

On a 10+, you reach a waypoint and gain 2 Progress.
On a 7-9, you reach a waypoint and gain 1 Progress, but use up 1 extra Supply or one Adventurer’s Gear.
-----------------------------------------------------------

VIGNETTE
When your reach a waypoint, tell the GM about:
■ A trait or quirk of your character
■ A vista, landmark or terrain feature
■ A task you undertook to help the journey
■ A hardship you endured or overcame
-----------------------------------------------------------

REACH YOUR DESTINATION
When your journey or exploration comes to an end, roll 1d6 + Progress.

On a 10+, you reach your destination and take +1 Forward.

On a 7-9, you reach your destination, but face an unforeseen hazard or complication.

On a 6-, your objective falls out of reach, you have been misled about the nature of your objective, or there is something you missed.

If you push on, reset your Progress to 1.


========== PLAY EXAMPLE ==========

The adventurers gather their stuff and head out. They must reach the Temple of Doom before the sacrifice ritual happens in a fortnight.

GM: That seems like an Undertake a Journey move to me. Who wants to lead?

Ranger: I act as the group’s navigator, so it makes sense I do it. I roll+WIS; an 11!

GM: Great start, gain 2 Progress! Who wants to do the Vignette?

Paladin: I’ll do it. I’ll go with terrain feature. So, at first, we navigate through farmlands. Since peasants recognize me as a zealot of The-All-Father, they offer us food and lodging. Then the land transforms into meadows as we move farther from civilization. The first trek is easy as we can follow paths, even if they are more like animal or hunter tracks after a few days. As we move further, the terrain becomes more rugged and plains give way to rocky hills.

Wizard: I’ll lead the group for the next segment. I watched closely the stars patterns and studied the maps (roll+INT); I’m pretty confident on what bearing to follow… Or not. I rolled a 5!

[Here the GM has an idea, so he does the Vignette himself] GM: Don’t feel bad, it’s totally not your fault. The weather as been so terrible you barely made any progress. At first it was heavy rain which made everything miserable. Trudging through mud, soggy bread and frail campfire. Then as you reached higher elevations, rain turned to slushy snow. Some days, you had to stay put until weather calmed. All of you guys, suffer a Debility of your choice; some of you might just be demoralized or pissed, while others might be actually physically taxed. What do you do?

Ranger: If you don’t mind, I’ll take the lead back. My character is in a bad grumpy mood. Again, I’m just doing what I’m best at: navigating by following natural features. I roll+WIS, 7.

GM: Alright, so you’re now a 3 Progress, but this delay has taken a toll on your supplies. Lose 1.

Paladin: I’ll do the vignette. I think this group needs a pep talk. I want to portrait my Lead by Example drive, so we have a moment where I notice the morale is very low. Everybody is grumpy and tired. He turns to them and says: “I don’t know about you, but I won’t let these people die just like that. If I must walk day and night and pass out on the porch of the temple, by The-All-Father, so be it.” Then I head out.
[Here, the waypoint isn’t a physical location. It’s just a moment where the camera stops showing travelling montage and shows the characters in a situation.]

GM: Great! So, you proceed. I think Paladin should lead this segment!

Paladin: Follow the leader! I guess I’m rolling + CHA. Hmm, so let’s see. 9!

GM: Good, so you do keep going but I think you chose to leave some of your gear behind to move faster. Lose 1 Supply.

Wizard: Yeah, I guess we kinda accepted the fact that we’re probably not coming back anyway, haha!

GM: You’re now at 4 Progress. I think we had enough interesting scenes for this journey. Do you feel like this journey comes to an end?

Ranger: Yeah, I think so! Wizard, care to do us the honor?

Wizard: My pleasure! I roll only a single d6+4, is that so? ...That’ll be... 8.

GM: Excellent so you reach your destination, although you see a troupe of cultists in the distance, maybe 200 yards from the temple entrance. They are moving a dozen of frail looking prisoners into a caged wagon dragged by weird muscled furless bull-like creatures. They seem to be moving some of the prisoners to another location. What do you do?
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