Monday, 23 February 2015

Fixing Dungeon World Shapeshift

Arguably, the DW Druid's shapeshift the most controversial move in the main playbooks. I've seen lots of fixes for it; and i have my very own (which is casually the best!)


You can call upon the spirits to change your shape at will, into any species' whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger—a housecat will find it hard to do battle with an ogre. The GM will also tell you one or more moves associated with your new form.

Whenever you're in this state, the moves "letting the beast act instead" and "losing yourself into the beast" are available to your GM.

Yes; this involves no dice rolls, nor even any specific mod. In certain occassions, a DEFY DANGER (+ WIS) can be called for to keeping a clear head amongst all the animal instincts.

Wednesday, 18 February 2015

On spellbooks and Pink Floyd

Let's say you have your typical homebrew game (d20, Pbta 2d6 + mods style, d100, etc). You make some stats covering the important facets you like and that. And then you need some spelllist for the wizard players; but you don't know what to pick. Well, then, why don't you ask your players to bring some good album to the game?

The rules are:
1 The wizard must choose an album. Then, every track on it is a spell. Whenever the character learns that spell, the GM describes it's effects, using the song title (if this cannot be possible, use the song theme or feeling).
2 The wizard earns a spell per level, following the strict album's order.
3 The wizard can only know 4 max spells (like in the pokemon games). When he/she tries to learn a fifth, another spell may be forgotten; or the new spell withers away and is crossed from the list (this is for preventing players from abusing the system by picking a Rancid or Bull of Heaven album)

I'll make an example there using a classic: Pink Floyd's Wish you were here. (Note: the descriptions are system agnostic. I can not help tending more into the narrative style)


1 - Shine on you, Crazy Diamond: Anyone touched by the wizard emits a subtle, white glow; while his/her feet subtly detach from the ground; as gravity no longer pulls him/her down. Swimming in the air is possible as there is friction. Requires ongoing concentration by the wizard.

2 - Welcome to the Machine: The arcane technomancer wizards can bind the soul of a recently dead person into an engineered golem. It can be made of any kind of material; but the whole construct must share a key trait with the hostage personality or previous body.

3 - Have a Cigar: This spell can lit anyone in flames as long as the wizard is shaking hands with him. This picture (album's cover) illustrates it nicely:

4 - Wish you were here: By drawing a circle and praying, the wizard may attempt to summon a soulmate; always granted that he/she/it is willing to help. Dead people may also come; as ghosts or spectres.

5 - Shine on you, crazy diamond (Part II): This spell can make anybody affected by the spell #1 to burst in flames spontaneously, by a snap of the wizard's fingers.

Tuesday, 10 February 2015

Life on Mars: a setting in a d20 table

Players are members of the Queen's Intelligence Services; an espionage and shenanigans bureau in service of the Cloud Queen.
Assume a small world, in which there are 4-6 factions; with a tech level that allows guns, autopropelled vehicles, electronics and other awesome devices that one gives to spies whenever they go on a mission.

Whenever the players get some information, roll 1d20 on this table to see what they have found out. Until then, you can use this facts to justify offscreen action. You'll have to fill some gaps yourself, bend and connect them in the way you like best. Wherever you read "someone" or "somebody", you're entitled to change it for a name or a faction if it fits best your plans, or leave it as it is, for characters to find out who.
Roll at the start of the game, to find out which is the object of the party's first mission.

1 In the city of Aurora; Early Morn kingdom's capital, there are shapeshifters that are taking the place of well-famed persons.
2 Someone wants to wake up the Cloud Queen, ruler of Early Morn, for there are found proofs that assure that the whole kingdom is in fact her dozy dream
3 In the isolated village of Dawn Town, a mysterious traveling musician has started a sleeping rebellion among its citizens
4 An historian from the Ravenshead University has interpreted the last blue comet as the signal foretold, in which one with the blood of the Ancients will arise as King. The Cloud Queen has pronounced it as nonsense and fairytales; still, the doctor, who its an afamed specialist on the myths of the Ancients, has mysteriously dissappeared, along with all his work.
5 It's just days until the great conjunction, in which the two moons will eclipse each other. It will be an astounding picture to see in all the land, but also some disturbs are expected; mainly coming from some marginal sects around the Ancients myth; which, among a popular belief on the slums, are believed to live still on one or both of the moons.
6 A beautiful young Witch is pulling the strings behind the government of the Midnight States Republic, and her charm has gathered an enormous trail of followers among the middle class. The actual Witch's purposes and agenda are unknown.
7 The evidences of forbidden rituals related to the Elder Gods keep rising all along the Midnight States. It's said that those gods can grant one's great power, but summoning those mysterious erratic creatures is very dangerous for the world itself.
8 The Midnight States Army has occupied all towns and territories circling the Small Sea. The reason is unknown, but the rumors say that they search something in the waters.
9 Something is wrong in Batlord Ridge, host to the biggest guano mines (used in gunpowder) of all the land. The miners have suddently stopped working, and the people that's left in town is scared, has barred doors and windows and refuses to talk with strangers. All the rats were seen fleeing from the town by the evening ring of the temple bells.
10 A new band of harriers is raiding the towns across the Guild Plains; and they even venture into big cities. Their leader is a mysterious figure that they address as "The Crybaby". They also write in paint a quote from an old forbidden song in every city: "The sea is red, the sky is black; this door leds to the moon and back". Nobody remembers why this song was forbidden, but the ancient guild's written law punishes it much harder than the very raids.
11 The Small Sea's Young Twin Kings have fortified their territories, and prepare for war. Rumors are that one of the Kings has set on a mision by his/herself, and uses supernatural methods to communicate with the other twin on the palace.
12 Several hundred acres of ruby trees have been found some miles west from the Small Sea; unbeknown to the United Nations. This irregulated situation can collapse global economy. The last member of the Queen's Intelligence Services who was sent to speak with the Twin Kings has been found dead.
13 A massive amount of exiled people from the Midnight States is trying to take refuge on the Guild Plains, speaking of darkness, civil disorder and political struggle in their homeland. The Guild Plains is reticent to take them as refugees, contravening the United Nations Treaties. Its also suspected that former governors of the States are also hidden in the crowd; as they're hiding from those who stayed.
14 The Midnight States press has published an article in which the moonlanding made 40 years ago by an expedition from the Early Morn Kingdom was a hoax. Why this attack? Who's lying here?
15 The great master of the Guilds Council has been acting strange lately. A Guild skinchanger has claimed that it all started when they traveled to the comet's landing crater, and found something strange there. The Guild Council has spoken about it being "a curse from the Ancients".
16 The King of the Crabfishers is lost somewhere on Big Sea, while on his quest for searching the mythical city of Campfire. Meanwhile, the Crabfishers' own floating city has been attacked by unknown stalking beasts. A comitive of sailors has been formed to search for help from other lands.
17 Someone has been selling weapons to the Midnight States violating the United Nations transparency pact.
18 Somebody suspects that a young man in your organization, specialized on long range guns, is in fact a double agent. You should check if that's true, and if it is, who's his new boss a is and what does he know
19 Somebody is drawing a big magic circle around the city of High Noon, capital of the Guild Plains. Its so big that can only be seen by exchanging souls with a bird, so the Guilds Council didn't realize until it was almost done.
20 Someone has sent their intelligence services to the Crabfishers Floating City; to search for a little girl who, it's said, "has uncanny powers and can contact with other worlds". This girl can be a menace if she falls in the wrong hands.

World Map (that is really a terraformed version of Mars):  Big Sea at North, Small Sea is the water patch on the south. Early Morn lies between them; the Guild Plains a bit to the west, and the Midnight States all down south, on the frozen tundra.

Sunday, 1 February 2015

Roll For Shoes: A System

Resolution is handled by rolling some d6 and comparing the total against some other d6 rolled by other player or the GM. If the roll is higher, you win.

The number of d6 you roll depends on your skill rank

All players start with a skill named "Do anything:1" So they roll 1 dice everytime they do anything

Everytime they roll all sixes, they earn a skill which is a subset of the skill used, related to the action they just took. Lets say, if you were hitting someone with your sword, rolled 1 dice and got a 6, you get the skill: "sword:2". If you later slash an orc get two 6s, you can get "fighting orcs:3"; and this goes on. This way, yot sheet becomes a list of the things you've done, and how well you can do them.

Everytime you fail a roll, you get 1 XP. You can spend 1 XP at anytime to change the result of a dice for a 6 for leveling matters (but not for success)

Optional: Starting with a skill at level 2 named after your class (fighter, wizard, gunslinger).

The best part is that Dungeons (so, GM) also work in the same way: a dungeon starts with 1 dice named "Water Dungeon" or such, and once you fight monsters on it, with each all sixes GM roll, the dungeon gets a new skill. Maybe "spawning goblins:2" and then "spawning goblin champions:3".

this is not mine; i took it from a forum user named DWeird. The whole link is here for all who are interested: