Thursday, July 10, 2014

Dungeon World - Custom Player Moves

I've been playing some dungeon world with friends from my work place. In order to better pull them into the game, I've built some custom moves that more relate to their characters, and handed them out at last night's game session. One of these moves (wild spirit) was borrowed (stolen wholesale) from Fred Hicks.

My focus in building these was pushing each player toward a role that I felt they had been playing. To this point, they had been having problems of making decisions and turning decisions into actions. The Ranger had some problems keeping track of her pet wolf. Our Bard would tend to wander off and have adventures of his own, and all the while, the Barbarian would get anxious.

Some of this worked, some of it didn't, and many might call this 'railroading gameplay'. Even so, I took up new folks into the tribe (see Sean Patrick Fannon) and I exploited my preparation (see Phil Vecchione).

Everyone had a great time, they were less worried about getting into combat, and engaged more with the universe rather than just investigated it (I don't think this is a common problem).

Anyways, here's some moves.




Purkinje - Druid.



Freak of Bardic Nature - When Thurston sings a song about a monster, you can spend one of your holds to take on one of that monsters moves or tags (Rock skin, Fire Breathing, Giant and so on).



Wild Spirit - At nightfall, choose one effect that occurs until dawn. In response, the effect occurs and the GM chooses as many as they wish.
  • You need one or two people to help
  • The spell needs chanting, gestures, and/or inscriptions
  • You must inflict great pain on yourself or another person benefiting from the spell
  • You must ingest something toxic, dangerous, or animate
  • You must call a supernatural creature into this world to help you perform it
  • You must lay claim to knowledge held by another
  • You must sacrifice something dear to you, tangible or intangible



Khalese - Ranger.


An Elf and her dog - Khalese and Jack are as one. They see through each other's eyes and feel each other's pain.



Split your aces - When you and Jack act as a team in a fight, roll+Dex.

10+:      choose 3
7-9:       choose 2
6-:         choose 1, mark xp, Gm tells you what happens
  • You make an attack; hinder or damage enemy
  • Jack makes an attack; hinder or damage enemy
  • Give someone (your choice) a golden opportunity
  • You protect each others backs
  • Neither you, nor Jack lose your ground, are ensorsled, entangled, or surrounded



Thurston Yammers - Bard.


Power Chord - When you play your music to alter the environment, Roll+Cha.
12:    The universe bends to your will. Tell the GM what happens.
10+: Your effect occurs without complication.
7-9:   You pay a price for your gnarly manipulation.
6-:    You draw forth attention from the void.
Choose: Mark 1, or Mark 2 and risk Catastrophe



An Irishman’s Heart – When you perform songs in a pub that you learned from Danny Shameus, you drink for free and gain the rite of hospitality. At the end of the session, if you’ve bedded anyone interesting, Mark 1




Chen - Barbarian.


Take Charge - when you give Purkinje, Khalese, Jack, Rabbit or Thurston an order followed by the phrase “That’s an order.” and they choose to follow it, do the following.

  • Give them +1 or -1, your choice, forward roll related to that task.
  • Gain fearlessintimidating, and/or precision until that task is complete.
If they reject the task, take -1 forward.



Rabbit Squire - If you've spent time today training Rabbit, Roll+Cha.
10+:      hold 3
7-9:       hold 2
6-:         hold 1, mark xp
  • Rabbit fights by your side and gives you +d6 or +2 to your damage.
  • Rabbit throws you a rope, equipment or otherwise gives you an opportunity
  • Rabbit uses his holdout pistol. Close D10+2 (One shot)
  • Rabbit burrows into a tight space
  • Rabbit gives you useful insight
  • Rabbit scouts, steals or forages for you
  • Rabbit is entirely honest with you