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 Knock Down the Door [Dungeon World]

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JazzTap
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PostSubject: Knock Down the Door [Dungeon World]   Sun 31 Jan 2016, 3:12 am

A forest, charred black. Collateral damage in a recent mage-skirmish. Look closer.

A woodpecker lands on the sheer face of a naked tree-trunk and plunges in its beak. It snaps up a beetle trying to take up lodging. Beneath, the grass is coming back up. Pyriscent pine cones open at long last, seeding the prime real estate.

Life prevails, as it always has.


Welcome to the valley!

Your services are in demand, freebooter. Landfall's happening with ever-increasing frequency, and every polity wants to profit. That means being the first (and last) to take secure the artefacts and exploit greet the visitors...

But it's your business how the job's carried out. Well, up to not causing a war. Some of those people are actual privateers. Or invited guests.

How about the civilized people?

Your employers are Important People. They are paying you as little as possible - it is experience that's in short supply, - and putting most of it towards lodging, permits, insurance, and other things which ensure you're supporting the local economy.

Alternatively, your employers are yourselves, and you're using someone's seed capital to hunt artefacts and sell them to the highest bidder. Play your enemies against each other, and you might even be the last ones standing.

The commoners are kobolds and gnomes, bugbears and orcs, tengu and lizardfolk... if you're not some fallen noble, you must already know a bunch. Maybe not a representative sample, but enough to miss you if you die. Well, maybe.

What about the civilization?

We'll find that out during play. So far, there's militaristic states, isolationist states, trading states, and so forth. There's states with tyrants, often dragons, and states with democracies. There's slavery, especially of debtors, and inbound colonialism.

Incidentally, those colonists are coming from various places of truly varied ecology and society. Opportunities may arise even in such distant places.

And what do I do?

Think D&D by way of storygames. When you do something difficult, in haste, or amid danger, you roll for it. Full success, you get it done. Partial success, it has strings attached. Miss, you mark XP, and the DM makes a move.

You might be one of these freebooters. Arcane Duelist, Barbarian, Immolator, and Thief Merchant Prince are spoken for so far. (Not all of these are core classes. More can be found here. Or we can hack something together.)

Pick freely from the 'racial' moves, allocate stats, and tell us a bit about yourself. You'll be prompted about equipment, bonds, and appearance as these things come up. These are the basic moves, which cover melee, ranged, info-gathering, social, and bug-out options.

We play to find out what happens. The IC topic will be up soon.


Last edited by JazzTap on Thu 04 Feb 2016, 5:04 pm; edited 1 time in total
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PostSubject: Re: Knock Down the Door [Dungeon World]   Sun 31 Jan 2016, 3:34 am

Stat(us)block and moves will be copied over soon. Thanks for your patience.

Who's here?

Snowy
Shasva, kobold immolator.

16 Con, 15 Str, 13 Wis, 12 Cha, 9 Dex, 8 Int
d8 damage, 0 armour, 20/20 hp

1/10 load: [1] adventuring gear (5/5 uses), heal pot x2, coins x10
Bio:
 

Moves:
 

Patches
Middle Man, humanoid merchant prince.

16 Int, 15 Cha, 13 Dex, 12 Wis, 9 Str, 8 Con
d6 damage, 1 armour (clumsy, impressive), 14/14 hp
5 Capital

3/9 load, [1] dungeon rations (5/5 uses), a finely crafted flintlock pistol (close, near, 3 shots), heavy robes, furs and silks (armor), coins x100
Bio:
 

Moves:
 

Ji
Reginar, naga arcane duelist.

16 Str, 15 Int, 13 Cha, 12 Con, 9 Dex, 8 Wis
d8 damage, 2 armour, 20/20 hp

6/10 load, [1] duelist's leathers (1 armor, equipped), [2] dagger + parrying dagger (hand, +1 armor), [1] adventuring gear (5/5 uses), [2] dungeon rations (10/10 uses)
Bio:
 

Moves:
 

Techniques:
 

GrandEnder
Ulthameq, skrae barbarian.

16 Con, 15 Str, 13 Dex, 12 Wis, 9 Cha, 8 Int
d10 damage, 1 armour, 24/24 hp

-/9 load
Bio:
 

Moves:
 

Bonds

Fill in the blank with a fellow PC, with their assent. At Snowy's suggestion, freely replace class bonds one-for-one, including from the suggestions below.

Generic:
 


Last edited by JazzTap on Tue 16 Feb 2016, 5:01 am; edited 13 times in total
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PostSubject: Re: Knock Down the Door [Dungeon World]   Sun 31 Jan 2016, 4:27 pm

Looks interesting! So basically we're privateers trying to suck as much adventure and wealth out of this world as we can, while at the same time developing it for our empires...? o:

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PostSubject: Re: Knock Down the Door [Dungeon World]   Sun 31 Jan 2016, 6:59 pm

If you achieve official sanction, you'll be privateers, but yes. Find something really good, and you might even alter the course of empire. Really, that's what everyone in this business dreams of. Well, besides personal power.

All an obtuse way of saying 'the world revolves around something, but it's not you.' And we'll see something of how that conceit works out in a character-driven narrative.

Also, I imagine you'll all find ways to break the academic stiltedness of this description, which will help me out.

Also! Something I floated on the Discord. I want to see if this could be a prequel to Earthheart - like, ending with the rise of Huginn. I think it's vague enough to not be railroad-y. Do I have its contributors' blessing for this? And your permission to adapt the map, Mata?

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PostSubject: Re: Knock Down the Door [Dungeon World]   Sun 31 Jan 2016, 7:47 pm

Ooooh you have my blessing and the map :3

I'm also curious about making characters. It looks like you just pick a class, see how that affects your stats and what actions you can take, and write a bio, right?

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PostSubject: Re: Knock Down the Door [Dungeon World]   Mon 01 Feb 2016, 9:20 am

Thanks, sweet.

Pretty much. The short written bio substitutes for tacit knowledge established at the table. Your alignment condition (in italics) yields XP if satisfied during the session.

We're also writing down bonds (between PCs), and your playbook will have prompts for those.

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PostSubject: Re: Knock Down the Door [Dungeon World]   Mon 01 Feb 2016, 10:04 am

Don't call me sweet, Shirley.

Ok! I might whip something up in the next few days! (might be this weekend though :P Gonna be a busy week~)

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PostSubject: Re: Knock Down the Door [Dungeon World]   Mon 01 Feb 2016, 10:25 pm

:p

Understood. I am hoping, perhaps foolishly, that other academic and social obligations will not obliterate all my free time every day.

Character listings updated. Please submit your bonds and equipment choices, while I work on a spot to put you all in.

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PostSubject: Re: Knock Down the Door [Dungeon World]   Thu 11 Feb 2016, 5:17 pm

Does this continue to be open? This seems a very fun concept!!

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PostSubject: Re: Knock Down the Door [Dungeon World]   Thu 11 Feb 2016, 7:06 pm

Yup, yup, pull up a chair and grab a playbook. We can start another party, and/or shuffle people between them now that Reginar might've been kidnapped.

Meanwhile, I'll sort out whom exactly it is whose off-duty cops are being an impediment.

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PostSubject: Re: Knock Down the Door [Dungeon World]   Thu 11 Feb 2016, 7:10 pm

How much does the rulebook typically cost?

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PostSubject: Re: Knock Down the Door [Dungeon World]   Thu 11 Feb 2016, 7:25 pm

The text is CC-licensed and hence free online. In addition to the SRD linked in the OP, the Gazeteer has the same text with less wiki flotsam.

The original devs ask $10 for the PDF, or there's a truncated PDF that I prefer (but unlike the web-ver, is not comprehensive).

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