Wednesday, July 27, 2016

Dungeon Worlds Tavern Characters

I'm not sure I'm doing this right, but I made a couple classes for Dungeon Worlds of characters you might find in a tavern. https://www.dropbox.com/sh/rgmsj9c8uq2stb1/AAC7gh4LdGrRw0DV9J_aCfBJa?dl=0

4 comments:

  1. Some unsolicited comments. Feel free to ignore. Also, I've only seen the base rules.

    On both:
    There are a lot of moves where you specify the 6- results. The GM already has a pile of nasty stuff to do in this case.

    I've noticed a lot of moves happen on X and Parley.

    Brewmeister:
    Things scenes and hours are not very common in moves. Actions and events are more generally used. Maybe something like "you've had time to sober up"?

    The only basic class which gets to start with a one handed, +damage weapon is the Fighter. Even the Barbarian doesn't get one. So it's strange that this d6 damage class gets one. Also, no armor.

    Improvised Weapon: I think you can basically do that anyway. As long as it makes sense in the fiction.

    Wench:
    Daggers behind smiles: This is written weird. When you Parley, you may use this as leverage to Parley? If you're doing the Parley move, you would already have the leverage, right.

    I think I see what you're going for, but that strange too. The Parley move is a sort of trade. I do or don't do something and you do or don't do something in return. With the two somethings making some sense. Like "Give me your daughter's hand and I'll slay the dragon" or "I'll tell you where the treasure is, just stop hitting me!" Does this even have limits? It seems like I could go "I'm trustworthy, so give me your kingdom".

    The Mouths of Babes: Spout Lore, despite its name, is not you describing something, but the GM telling you about something. And maybe asking you how your character would know about it. I'm not sure that fits this description.

    I've Got a Bad Feeling About This: This looks a lot like Discern Realities. Maybe piggyback on it, adding one or two questions from this list on a success?

    Influencer: I like the idea of a 12+ Parley, but maybe match it more with the others with better outcome, etc. As it is, you might get strange results.

    Sexual Healin': You don't really choose to do actions, but do stuff that triggers moves. I'm also wondering what the condition is where a patron is making advances, but hasn't yest stopped long enough to count as having made camp. Also, NPCs don't make moves. Is the patron a PC in this case?

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    Replies
    1. Thanks for the reply! Sorry I didn't get notified a comment needed to be looked over.

      "There are a lot of moves where you specify the 6- results. The GM already has a pile of nasty stuff to do in this case."
      Fair enough, I'll probably scrap those entirely.

      "Things scenes and hours are not very common in moves. Actions and events are more generally used. Maybe something like "you've had time to sober up"?"

      I'm told by professionals, that an hour per drink is a good ballpark.

      "The only basic class which gets to start with a one handed, +damage weapon is the Fighter. Even the Barbarian doesn't get one. So it's strange that this d6 damage class gets one. Also, no armor."

      Actually I hadn't really thought about not adding armor. Probably need to fix that. The one handed +damage thing doesn't especially bother me. Maybe I leave it like it is except that NEITHER class gets armor because they're civilians... maybe.

      "Improvised Weapon: I think you can basically do that anyway. As long as it makes sense in the fiction."

      Noted. I was just basing it off the fact that some class I saw had specified different amounts. I thought for some reason your class damage only applied to legit damage. I'm fairly new to the system.

      "Daggers behind smiles: This is written weird. When you Parley, you may use this as leverage to Parley? If you're doing the Parley move, you would already have the leverage, right.

      I think I see what you're going for, but that strange too. The Parley move is a sort of trade. I do or don't do something and you do or don't do something in return. With the two somethings making some sense."

      Yep, with DBS, the idea that no trade is actually made, is kind of the idea.

      "The Mouths of Babes: Spout Lore, despite its name, is not you describing something, but the GM telling you about something. And maybe asking you how your character would know about it. I'm not sure that fits this description."

      Doesn't really have to fit the description, the way they wrote the ability in Class Warfare was pretty clear to me they specifically intended to have whatever obnoxious bullshit the player came up with be true.

      "I've Got a Bad Feeling About This: This looks a lot like Discern Realities. Maybe piggyback on it, adding one or two questions from this list on a success?"

      Yeah, It's poorly written, but I like the fact that there are 4 options. I'll have to fiddle with it and see what I come up with.

      "Sexual Healin': You don't really choose to do actions, but do stuff that triggers moves."

      What?

      "I'm also wondering what the condition is where a patron is making advances, but hasn't yest stopped long enough to count as having made camp."
      Making Camp isn't about the time, it's about the level of rest, and the ability is written so as to imply that there is no rest, but you get the benefit of it anyway.

      "Also, NPCs don't make moves. Is the patron a PC in this case?" It's whatever it needs to be for the situation to work.

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    2. On the subject of the +damage weapon, I stole it from the Dwarf playbook.

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    3. "Also, NPCs don't make moves. Is the patron a PC in this case?"

      It turns out that p. 18 renders this notion false by saying: "The GM’s monsters, NPCs, and other assorted beasties also have moves, but they work differently."

      I will be writing a new post on this subject.

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