Manbearcat
Legend
This will be a new Dungeon World game I will be GMing for @darkbard and @Nephis that will be centered around a pair of characters within the conflict-rich setting of 4e's Neverwinter Campaign Setting (one of 4e's finest offerings among many incredible books). The core loop of Dungeon World, its agenda, principles, and priorities will be intact. However, there will be several amendments to the game in the way of Custom Moves, 4e NCS Character Theme playbooks, recovery model changes, End of Session revision, a My Life With Master-ish approach to generating the primary PC antagonists (each PC's Threat, its Grim Portents, and its Impending Doom) and various and sundry other bits and bobs (which will be detailed below).
As well as including the maps and PCs/playbooks, this lead post will entail all of the above changes. However, I will have to handle this piecemeal via edits as there is a fair bit and I'm rather stretched thin right now.
So stay tuned...
NCS p4 Intro and setting premise (cataclysm 10 years prior):
Character Theme-derived Premise:
The two themes selected for play were Devil's Pawn ( @darkbard ) and Bregan D'aerthe Spy ( @Nephis ). See attached playbooks.
Some brief thoughts and commentary from each player as these playbooks were being generated:
Factions
It is pending how many of these at the bottom are featured in play or even see play at all, but early conversation has landed upon:
* NEW NEVERWINTER
* ASHMADAI
* THAYANS
* SONS OF ALAGONDAR
Distinct Custom Moves and Basic Moves
The game will use Dungeon World's core moves, but with some adjustments here and there for other game's (such as using Stonetop's Defend and Burn Brightly) updates where we feel there are some improvements. Below are specifics regarding moves.
PC Damage and PC/Monster/Equipment Tags
* All PCs will do b[2dx} with x being their playbook damage or novel move/equipment damage. This is typical DW language, but in modern TTRPG parlance, this would be roll damage with advantage.
* Forceful and Messy tags are being removed and broken out, while other tags are being added. Some of these are standard DW or in subsequent games:
Area: Affects everything in an area.
Awkward: Unwieldy, requires space, gets stuck, noisy, slow, hot.
Break: Gear, kit, or will.
Dangerous: Causes trouble and collateral damage if you aren’t careful (and maybe if you are).
Deprive: Something hand-held or ridden; weapon or mount.
Duel: You're on your own against the danger or threat until you change the situation.
Finesse: Clash with Dex instead of Str.
Fling: Thrown around, maybe even into something.
Grabby: Entangled, grappled, ensorcelled.
Ignores Armor: Acid or poison and the like.
Injure: Persistent, physical ailment that won't heal easily.
Piercing: Ignores x value armor.
Reload: After it’s used, it takes time/effort to reset.
Slow: Takes minutes or more to use; unlikely to be useful in a fight.
Stun: You're defying danger to act at all.
Thrown: You can Let Fly with it (at near range).
Vulnerable: To compromise strengths or expose weaknesses.
Wrong-foot: Put someone off balance, at a loss, create an opening.
Coin Weight Change
Small change for Load dynamics in the game, but with fairly chunky impact on inventory management; 20 Coin = 1 Weight (rather than the default 100 per 1).
NPC Threat Level
This will be a deeper formalization of general procedures of handling NPCS/Monsters in this game. It is loosely inspired by Blades' formalization of the same, but I'll be using 4e parlance:
MINIONS: Redshirts, mooks, cannon fodder, etc. These creatures will only be represented as soft moves sparingly or when move resolution requires it. They cannot seize the advantage under normal circumstances and in social conflicts, they aren't possessed of a complex Instinct which PCs must suss out and resolve. They are meant to be taken out without too much trouble, their moves will be limited, and their hit points vs PC damage will nearly universally reflect a "1 hit kill"; 3 HP typically.
ELITES: These creatures are dangerous. They will always be represented with soft moves and can turn the tables on PCs via soft moves which will turn into hard moves if not addressed & resolved. They will always be possessed of a distinct Instinct which PCs must suss out and resolve in social conflicts. Their moves will be potent and expansive, their defenses will be more robust, and their hit points will reflect staying power; 10+.
SOLOS: These creatures are the archvillain antagonists. They will always be represented with multiple soft moves simultaneously, threatening PCs on multiple fronts and in multiple ways, while trivially being able to turn the tables on PCs via soft moves which will turn into hard moves if not addressed & resolved. They will always be possessed of a distinct and extremely challenging Instinct which PCs must suss out and pay some undesirable cost in order to resolve in social conflicts. Their moves will be potent and expansive, their defenses will be extremely robust and multiple, and their hit points will reflect enormous staying power; 18 to 24.
PC-centered Threats
After we get some play under our belt and have a sense of trajectories and who our relevant players will be, the players and I will perform a psuedo-My Life With Master procedure where we generate the 2 x Campaign Threats for the game (one for each PC) in typical form:
THREAT NAME
Type (Affliction, Institution, Villain, etc)
Instinct: What is its crucial motivation?
4 x Grim Portents: Including a few stakes questions and moves (how does it cause problems)
Impending Doom: What happens if its crucial motivation is realized?
The Maps
Alright! I think that about covers it!
I'll follow up with the opening situation at some point in the near future!
As well as including the maps and PCs/playbooks, this lead post will entail all of the above changes. However, I will have to handle this piecemeal via edits as there is a fair bit and I'm rather stretched thin right now.
So stay tuned...
NCS p4 Intro and setting premise (cataclysm 10 years prior):
Character Theme-derived Premise:
The two themes selected for play were Devil's Pawn ( @darkbard ) and Bregan D'aerthe Spy ( @Nephis ). See attached playbooks.
Some brief thoughts and commentary from each player as these playbooks were being generated:
Factions
It is pending how many of these at the bottom are featured in play or even see play at all, but early conversation has landed upon:
* NEW NEVERWINTER
* ASHMADAI
* THAYANS
* SONS OF ALAGONDAR
Distinct Custom Moves and Basic Moves
The game will use Dungeon World's core moves, but with some adjustments here and there for other game's (such as using Stonetop's Defend and Burn Brightly) updates where we feel there are some improvements. Below are specifics regarding moves.
CLASH
When you're on even footing with adversaries and fight in melee or close quarters, roll +STR: on a 10+, your maneuver works as expected (deal your damage) and pick 1.
On a 7-9, your maneuver works, mostly (deal your damage) but you suffer your enemy’s attack.
- Avoid, prevent, or counter your enemy’s attack
- Strike hard and fast, for 1d6 extra damage, but suffer your enemy’s attack
On a 10+, if your armament/implement used for Clash possesses the Area tag, you can step down the results to 7-9 and apply your damage to all foes in range.
MAKE CAMP
When you're in the dangerous wild and the dark of night sets upon you, name your campsite to lay down your burdens and roll +Int. On a 10+, pick 2; on a 7-9, pick 1:
Everyone mark 1 Ration. Anyone who needs to Recover Hit Points (half) and Prepare Spells can spend 1 xp to do so. If they have an aching Debility or damaged Equipment, they can spend xp 1 for 1 to Resolve Debility or Repair Equipment. If they do, describe how.
- You've chosen your site well and fortified it against peril. No danger befalls you in the night (else, it does and you have to Keep Watch)
- You scavenge some supply. Gain 2 Adventuring Gear.
- Your stewardship moralizes your allies through their respite. Describe how and they take +1 forward.
RECOVER
When you stay a few necessary days within the confines of civilization's protection, name your lodgings and pay the cost:
Peasant's Inn 14-Charisma coins: You Recover Hit Points (full) and Prepare Spells
Well-to-do Inn 30-Charisma coins: You Recover Hit Points (full), Prepare Spells, and Resolve 1 Debility.
Convalescence House 43-Charisma coins: You Recover Hit Points (full), Prepare Spells, and Resolve all Debilities.
UNDERTAKE A PERILOUS JOURNEY
When you travel through hostile territory, choose one member of the party to Muster the Fellowship and another to Lead the Expedition.
MUSTER THE FOLLOWSHIP
When you see to the morale and supply of your fellowship on a leg of a perilous journey, say how you do, and roll the worst of your allies' +Con or +Cha: On a 10+, you've managed hearts, provisions, and equipment with equal aplomb. On a 7-9, you get them through the worst of it, but choose 1:
LEAD THE EXPEDITION
- Someone is ill of spirit or body; perhaps you due to your burden. They take -1 forward.
- Crucial supply failure. Mark 1 Adventuring Gear, 1 Bandage, 1 Herbs & Poultices, 1 Bag of Books, or 5 Coin.
- A social conflict arises with a Cohort.
When you lead your charges through wilderness peril, chart your course, blaze your trail, and scout for danger, roll +Wis. On a 10+, you've led your charges through the first leg without danger; Make Camp. On a 7-9, choose 1:
- Something ominous is on the horizon, around the bend, over the hill. Point to it and tell us what you sense.
- An immediate danger lurks, but you are prepared for it. Tell us what it is and how you are prepared.
PC Damage and PC/Monster/Equipment Tags
* All PCs will do b[2dx} with x being their playbook damage or novel move/equipment damage. This is typical DW language, but in modern TTRPG parlance, this would be roll damage with advantage.
* Forceful and Messy tags are being removed and broken out, while other tags are being added. Some of these are standard DW or in subsequent games:
Area: Affects everything in an area.
Awkward: Unwieldy, requires space, gets stuck, noisy, slow, hot.
Break: Gear, kit, or will.
Dangerous: Causes trouble and collateral damage if you aren’t careful (and maybe if you are).
Deprive: Something hand-held or ridden; weapon or mount.
Duel: You're on your own against the danger or threat until you change the situation.
Finesse: Clash with Dex instead of Str.
Fling: Thrown around, maybe even into something.
Grabby: Entangled, grappled, ensorcelled.
Ignores Armor: Acid or poison and the like.
Injure: Persistent, physical ailment that won't heal easily.
Piercing: Ignores x value armor.
Reload: After it’s used, it takes time/effort to reset.
Slow: Takes minutes or more to use; unlikely to be useful in a fight.
Stun: You're defying danger to act at all.
Thrown: You can Let Fly with it (at near range).
Vulnerable: To compromise strengths or expose weaknesses.
Wrong-foot: Put someone off balance, at a loss, create an opening.
Coin Weight Change
Small change for Load dynamics in the game, but with fairly chunky impact on inventory management; 20 Coin = 1 Weight (rather than the default 100 per 1).
NPC Threat Level
This will be a deeper formalization of general procedures of handling NPCS/Monsters in this game. It is loosely inspired by Blades' formalization of the same, but I'll be using 4e parlance:
MINIONS: Redshirts, mooks, cannon fodder, etc. These creatures will only be represented as soft moves sparingly or when move resolution requires it. They cannot seize the advantage under normal circumstances and in social conflicts, they aren't possessed of a complex Instinct which PCs must suss out and resolve. They are meant to be taken out without too much trouble, their moves will be limited, and their hit points vs PC damage will nearly universally reflect a "1 hit kill"; 3 HP typically.
ELITES: These creatures are dangerous. They will always be represented with soft moves and can turn the tables on PCs via soft moves which will turn into hard moves if not addressed & resolved. They will always be possessed of a distinct Instinct which PCs must suss out and resolve in social conflicts. Their moves will be potent and expansive, their defenses will be more robust, and their hit points will reflect staying power; 10+.
SOLOS: These creatures are the archvillain antagonists. They will always be represented with multiple soft moves simultaneously, threatening PCs on multiple fronts and in multiple ways, while trivially being able to turn the tables on PCs via soft moves which will turn into hard moves if not addressed & resolved. They will always be possessed of a distinct and extremely challenging Instinct which PCs must suss out and pay some undesirable cost in order to resolve in social conflicts. Their moves will be potent and expansive, their defenses will be extremely robust and multiple, and their hit points will reflect enormous staying power; 18 to 24.
PC-centered Threats
After we get some play under our belt and have a sense of trajectories and who our relevant players will be, the players and I will perform a psuedo-My Life With Master procedure where we generate the 2 x Campaign Threats for the game (one for each PC) in typical form:
THREAT NAME
Type (Affliction, Institution, Villain, etc)
Instinct: What is its crucial motivation?
4 x Grim Portents: Including a few stakes questions and moves (how does it cause problems)
Impending Doom: What happens if its crucial motivation is realized?
The Maps
Alright! I think that about covers it!
I'll follow up with the opening situation at some point in the near future!
Attachments
Last edited: