Saturday, December 26, 2020

Преодолеть опасность: Defying Danger, the RPG... in Russian!

Defying Danger the RPG now has the dubious distinction of having been translated more times than I've actually played it!

Alexey Dikevich recently translated the game into Russian. I don't speak Russian or read Cyrillic, so can't speak to the quality of the translation, but the layout seems solid and he's even included an translated example of play (taken from the comments on the original Defying Danger blog post). 

Check it out here:


If you have comments on the translation, or want to send him your thanks, you can reach Alexey at "adikevich" at Gmail.  

You can find the previous translations for Defying Danger here:

If you're interested in doing your own translation, and want the original .PPTX files to work from (yes, yes, I made this in frickin' PowerPoint, don't judge), then let me know in the comments or by emailing me at "jack" underscore "blackfoot" at Yahoo. 

Likewise, if you make your own translation and want me to post it here, let me know!  

Wednesday, October 21, 2020

Major Arcana: The Nhing Codex

Over on the Dungeon World Discord, Razorkiss asked this interesting question:

Imagine you're trying to model scary Mythos tomes in DungeonWorld. Y'know, we're talking about The Necronomicon here. You want to create a custom move that represents the dangers of reading it, the dangers of gaining knowledge at the expense of sanity. I feel like the first instinct would be that this is a +WIS move, because, y'know, the Will save and all of its attendant baggage. But... is that the way you'd really want to go? It's basically saying, "Y'know, Wizard, you'd think you'd be the person who would be all over this custom move, but it turns out your buddies the Ranger, Druid, and Cleric are better-suited for this job..."
When you read the obviously evil book, roll +???


Queue discussion about whether it'd be an INT roll or CHA roll or whatever.

And my first instinct was to treat it the way I treat major arcana in Stonetop. 

(discussion after the break)

Saturday, September 26, 2020

Take Watch is a bad move and you're a bad person if you like it

"Did you hear that? It sounds like... click bait!"

Strong personal opinion: Take Watch is a bad move. You don't need it. Dungeon World doesn't need it. I'd even go so far as to say that it is antithetical to the rest of the game.    

Just to be clear, I'm talking about the bog-standard version in the original Dungeon World text. This one:

When you’re on watch and something approaches the camp roll+Wis. * On a 10+ you’re able to wake the camp and prepare a response, the camp takes +1 forward. * On a 7–9 you react just a moment too late; the camp is awake but hasn’t had time to prepare. You have weapons and armor but little else. * On a miss whatever lurks outside the campfire’s light has the drop on you.

It breaks the usual flow of the game. It doesn't add much of anything to the fiction, and what it does add presumes more than it should about how any given PC will react in every situation. (A full explanation, and what to do instead, after the break.)

Saturday, July 4, 2020

My recipe for starting adventures

I've got a little process that I use whenever I start a game of Dungeon World or Homebrew World. It's similar to the first session procedure that's described in the book, but different in some key ways. I've found that this approach reliably kicks off a new game quickly and with a lot of energy, in a way that makes it pretty darn easy to run and improvise.  

Here's the recipe:
  1. Establish the adventure's premise with the group
      > Premise = a fantastic location + a grabby activity
      > Do this before anyone picks playbooks or makes characters

  2. Players create characters, GM writes/updates hook questions, which should establish:
      > Motive: why are they here, doing this?
      > Stakes: what's on the line, why is this important?
      > Urgency: why shouldn't they dawdle?
      > Dangers: what do they expect to face? what do they know about them?
      > Detail: what specifically are they hunting/seeking/fleeing/fighting/etc.?
      >
    Complications: what's getting in the way? making it harder? constraining them?

  3. Do introductions (by name, pronouns, class, and look).
      > Do not do bonds (or in Homebrew World, background questions) just yet. 
      > You're just establishing who the characters are.
      > Yes, you can ask questions, but keep it light for now.

  4. Ask a few of your hook questions
      > Usually 1-3
      > Pick questions that elaborate on or clarify the premise
      > Address specific PCs, not the group at large
      > Ask follow-up questions; encourage the players to do so, too!

  5. Do bonds (or in Homebrew World, background questions)
      > Ask follow-up questions; encourage the players to do so, too!
      > Use this to establish how they know each other, why they're working together

  6. Finish asking your hook questions
      > Doing bonds/background questions often rolls naturally into this
      > Ask follow-up questions; encourage the players to do so, too!
      > Ask additional questions as they occur to you

  7. Frame the initial scene, tightly
      > Start in media res or at least right on the verge of action
      > Who, where, when, doing what?
      > Give up to 3 strong impressions, ideally from different senses
      > Make a soft GM move
      > "What do you do?"

That's the recipe!  More about the background, details, and suggested prep after the jump break.

I keep hearing good things about Delicious in Dungeon,
but haven't read it; just seemed appropriate, y'know? Cuz recipes.


Thursday, May 7, 2020

Desafiando o Perigo

The coolness continues!

Frederico Fiori (a.k.a. /u/pidin on Reddit) translated Defying Danger into Brazilian Portuguese. As I speak no Portuguese, I can hardly comment on the quality of the translation, but the layout is slick!

I'm rather shocked that both this translation and Francesco's Italian one managed to make everything fit in basically the same space. I tend to fill my projects' layout to bursting, with lots of thought given to cutting words and making each line "fit." That's hard enough to do in English (o scavenger of words! o lexicographic bone-picker!), which often has a dozen ways to phrase any thought, many punchy and short. The romance languages always struck me as having longer, more flowing words and phrasing, so it impresses me to see translations of this game squeezed into the limited space.

Anyhow, here's the goods:

click for PDF

Frederico actually sent me this almost a month ago, so I feel bad for just now posting it. I'd like to blame the pandemic, but, really, I'm just sometimes a bit of flake.

Anyhow, I'm sure Frederico would love to hear about it if you use his translation. You can contact him on Reddit or via email at "hayako" at protonmail dot com.

Friday, March 27, 2020

Sfidando il Pericolo


Well this is all sorts of cool.

I got an email out of the blue from Francesco "Checco" Catenacci, who stumbled on my game Defying Danger and translated it into Italian.

Click to see it!

Francesco also pointed out a few typos and whatnot in my original draft, prompting me to update it. Nothing major, but the current version is now just a little better. Grazie Francesco!

If you use Francesco's work, I'm sure he'd love to hear about it. You can contact him at checco at tutanota dot com.

Divertitevi!

Sunday, March 22, 2020

Running Fights in Dungeon World & Stonetop

I've been working on the GMing chapters for Stonetop, and recently finished the "Dangers" chapter. Part of that chapter is a section on "Using Monsters and Running Fights." It's a distillation of procedures, advice, and wisdom that you'll find floating around the Dungeon World community, but that isn't really specifically laid out in the DW text. 
If you've been GMing Dungeon World (or any of its hacks) for a while, you probably know all of this already. I'm mostly posting this for newer GMs, or those who've been running the game but still feel uncertain when fights break out.  
Some caveats:
  •  The Multiple Combatants and Abstracting Groups sections assume that you're using an updated version of the Follower rules originally presented in the Perilous Wilds. In Stonetop, Followers can make the same moves that PCs do (like Defy Danger or H&S), but the roll either +0, +1, or +2 depending on their tags and you might have to Order Followers to get them to do things.  Expect a future blog post on that!
  • You'll see references to GM principles, moves, and agenda items that are slightly different from those of core Dungeon World. I trust you can see the parallels. It definitely assumes that the GM move "Deal Damage" has been replaced with "Hurt Them" 
    Okay, let's do this. As always, questions and feedback are appreciated!

    Introducing Monsters

    Whenever it’s time to make a GM move, you can introduce a danger and put a monster in the scene.

    Don’t worry about your monsters being “fair fights” or “balanced encounters” or something that the PCs can even defeat. Worry about your monsters making sense. Portray a rich and mysterious world, right? If it makes sense for the PCs to stumble across a pair of (extremely dangerous) thunder drakes, go for it. Then play to find out what happens.

    Exactly how you introduce a monster will depend on the situation, the monster’s tags and qualities and moves, and the actions of the PCs. “Obvious” monsters encountered in a wide-open space will give the PCs plenty of opportunity to plan and react. Stealthy monsters in a dark, cluttered space while the PCs stumble around in torchlight? Not so much.
    ------------------ 
    The PCs are up in Gordin’s Delve trying to trade off some valuables they found in the Green Lord’s tomb. Rhianna’s off talking to a contact. Vahid, Caradoc, and Blodwen are at a pub. Caradoc and Blodwen get up to leave, and Vahid sees a couple of unsavory types get up and follow.
    Now, if these guys are just a pair of local miners that Caradoc managed to tick off, then I’ll introduce a danger and let the PCs see them coming. “About halfway back to your hostel, you realize that you’re being followed. It’s those guys from the pub and they look pissed. What do you do?” The PCs have all sorts of options—they might try to lose them, or set an ambush, or talk, or whatever. 
    But if these bad guys are stealthy cutthroats who regularly murder unwary travelers in alleys and loot their corpses, then I’ll be much more aggressive about it. I’ll start by hinting at more than meets the eye. “You find yourselves in a dark, empty little trash-strewn square, and everything’s quiet. Too quiet. You feel like you’re being watched. What do you do?” 
    Let’s say they Discern Realities, roll a 7-9, and ask, “What should I be on the lookout for?” I’d say “You’re pretty sure someone’s following you, or maybe circling ahead. And these alleys are a filled with good spots for an ambush. What do you do?” Whatever it is, they’ll be on guard. My next move will probably be to introduce a danger, but softly and with a chance to react. “As you pass a dark side-alley, two thugs rush out towards you, what do you do?” 
    But suppose they Discern Realities and get a 6-, or just ignore my veiled threat and blunder on. In that case, I’ll introduce a danger hard and painfully. “Caradoc, this guy comes out of a dark side-alley and snags your right arm, twists, and shoves you face-first into a wall. Take 1d8 damage. Blodwen, you see a second guy step forward, sneering, a glint of metal in his hand. What do you do?”
    ------------------


    These two guys follow you into an alley...
    (more after the jump-break)

    Thursday, February 27, 2020

    "Discern Realities" in Stonetop & Homebrew World

    Discern Realities is a move that is near and dear to my heart. It's one of my favorite moves, and I've written about it at length: I tried using that "make the question part of the trigger" approach to the move a couple times, but didn't really like how it worked in practice. Either the players had to keep the questions constantly in mind and intentionally ask them, or as the GM I had to keep them constantly in mind and watch for the players asking them. Also, a lot of my playbook moves add questions you can ask to Discern Realities "for free, even on a miss" and those don't jive well with the "ask first" approach.  
    So, for Stonetop and Homebrew World, I use Discern Realities as follows. It's quite similar to the original, the key differences being:
    • the trigger specifically includes "looking to the GM for insight"
    • both games use advantage/disadvantage instead of +1/-1 forward
    • "Who is control here?" has become "Who or what is in control here?" (with "their fear" or the like being legit answers)
    The accompanying text is the first draft of what I plan to put in the Stonetop book. It'll probably get cut down a little to fit on one spread, but this is the text that I wish I had when I first started learning to run Dungeon World. I hope you find it useful, too. 
    ----------------------------------- 

    Discern Realities 

    When you study a situation or person, looking to the GM for insight, roll +WIS: on a 10+, ask the GM 3 questions from the list below; on a 7-9, ask 1; either way, take advantage on your next move that acts on the answers.
    •   What happened here recently?
    •   What is about to happen?
    •   What should I be on the lookout for?
    •   What here is useful or valuable to me?
    •   Who or what is really in control here?
    •   What here is not what it appears to be?

    Player: "Uh... what should I be on the lookout for?"
    GM: "Well, funny you should ask..."
    (image by Jakub Rozalski)

    Thursday, February 13, 2020

    Defying Danger, the RPG

    Here's a thing I made, as a bit of a distraction from working on Stonetop. It's a light-weight RPG, in the vein of World of Dungeons.

    click for current version

     The highlights:

    • There's only one "basic" move, Defying Danger. The usual 10+, 7-9, 6- framework. 
    • No stats (like, no STR, DEX, CON, INT, WIS, CHA).  Instead, you choose 2-3 ways of Defying Danger where you roll 3d6 and keep the best 2 dice. Any other time, you roll straight 2d6.  
    • Each class has an additional move, that indicates a thing they're generally better at.
      • warrior gets Hack & Slash
      • rogue gets Manipulate
      • The wizard can Get Answers 
    • Each class has a spendable resource (Mettle, Cunning, or Power) that lets them boost rolls or do cool stuff. Wizards, in particular, use this to cast spells. 
    • PCs don't have HP, per se. Harm is closer to Apocalypse World, but the players have a little more control over how, exactly, they get messed up.  
    • Gear is very similar to the system in Homebrew World, but even more simplified. 
    As of this posting, Defying Danger is a completely un-playtested game. I don't know if any of this actually works!  It's basically an idea that spawned from a conversation on the DW Discord--an idea that got lodged in my brain and now, a week later, here's a game. Enjoy!

    If you play this, please let me know how it goes. In the comments below, over in the DW Discord, or at jack underscore blackfoot at yahoo.

    EDIT to add

    Sunday, January 26, 2020

    "Parley" in Stonetop and Homebrew World

    In both Stonetop and Homebrew World, I've rewritten the Parley move to be at least as much of a "gather info" move as a "convince them" move. What follows is the text of the revised move and a draft of the "discussion" write-up for Stonetop.  

    The evolution of this move was... involved. It started with a post from Johnstone Metzger (a very sharp dude whose stuff I strongly recommend), which was sadly lost to the Google+ vortex. If you're interested, you can read through the various drafts (and surrounding discussion) here:


    My gripes with the standard version of Parley boil down to:

    • The trigger ("When you have leverage on an NPC and manipulate them...") requires too much processing and too many decisions. By the time we've figured out whether or not the PC's action counts as leverage, the roll feels superfluous or (worse) contradictory.
    • The 10+ result and the 7-9 result often just don't work in the kinds of situations that adventurers find themselves.  At least, not without elaborate mental gymnastics.

    Ultimately, what I like about the Stonetop/HBW version is that:

    1. It's easy to recognize when a PC is pressing or enticing someone, and from there whether a roll is necessary.  You don't have to consider "is this leverage?" You just consider "are they resisting?" 
    2. The question posed by the move isn't usually "will they do what you want?" but rather "what will it take to convince them?" The move is basically an opportunity for you to tell them the requirements, and in so doing, reveal the NPC's personality and motivations.  
    3. The 7-9 results are quite easy to work with. I'm particularly fond of the "distasteful" option.
    4. It's very flexible, and works in a wide variety of situations. 

    Also, these revisions led to a PC-v-PC approach that I think works pretty well.  




    Parley (vs. NPCs)

    When you press or entice an NPC, say what you want them to do (or not do). If they have reason to resist, roll +CHA: on a 10+, they either do as you want or reveal the easiest way to convince them; on a 7-9, they reveal something you can do to convince them, though it’ll likely be costly, tricky, or distasteful.

    Saturday, January 18, 2020

    42 Minor Magical Items, Thief Edition

    I had just downed a coffee stout and a bunch of cookies last night, so I was feeling both wired and unfocused. That's my perfect state for brainstorming, so I challenged the DW Discord to help come up with 40 minor magical items for thieves.  We got 41 in 39 minutes. (#42 came to me while I was compiling this list.)

    Here are the fruits of our tipsy labor. Attribution given for each; if there's no attribution, it was mine.





    1. A vial of ink. When you write something with the ink, say someone’s name. Only they can see the writing.
    2. A worn leather purse. No one ever notices it or pays attention to it unless they see you open it.
    3. Sticky gloves. When you touch something smaller and lighter than your palm, wrap your hand around it and cross your fingers - it sticks until you cross your fingers the other way. (Caiphon)
    4. A pair of gloves. Whenever you touch something magical while wearing them, the magic thinks you’re whoever you last shook hands with while wearing the gloves.
    5. Whisper powder. Spread it around in a circle. Noise made inside the circle is never louder than a whisper to anyone outside the circle.
    6. Letter-opener. First, spread it over a piece of writing like you're spreading butter. Then, open a letter - the opened letter becomes a copy of the original piece of writing. (Caiphon)
    7. Incongruous Hat. While you wear this hat, any stranger who sees you will remember the hat (and your features) differently.
    8. Dagger of Silent Death. This stiletto completely silences anyone's whose flesh it pierces. No more screaming guards! (Marcus)
    9. Sculpting putty. Shape this soft putty however you like, then tap a special tuning fork and touch it (still vibrating) to the clay. The clay sets hard in exactly its current shape, as tough as strong ceramic. Another touch from the tuning fork shatters it.
    10. Thorn rope. Twist one end of this rope, and the fibers become razor sharp, making it deadly to climb up or slide down. (Caiphon)
    11. Second Story Shoes. These comfortable loafers let you jump great vertical distances, perfect for getting to those second story balconies. Warning: they provide no protection from falls, nor do they make it easier to jump down from great heights. (Marcus, w/edits)
    12. Affinity box. Anything you place in the box will be considered extremely valuable and desirable by anyone other than you.
    13. Chewie Manacles. Normal manacles, but they pop open with a guttural command word.
    14. Nightlight. This small lantern glows with a dim purplish light which is only visible to the one holding the lantern. (Marcus)
    15. Sleepytime Flute. Playing a soft tune on this instrument for a few minutes will lull everyone nearby into a light slumber. They're easily awoken, and you feature prominently in their dreams. (Marcus, w/edits)
    16. Fire moth. A little jar holding a tiny, mostly tame fire elemental. Will flit around you and generally go where you please. Doesn’t usually set very much on fire. Usually.
    17. Dominoes Mask. While you wear the mask, you can always ask the GM "How can I get out of here?" and get an honest (though perhaps convoluted) answer. Gain advantage on your next roll (or take +1 forward) to act on the answer, but only if you do so in an audacious or spectacular  manner. (Caiphon, w/edits)
    18. Bug shoes - shoes that allow you to stick to the ceiling, if you can get up there... (Mangofeet)
    19. Deck of useless items. Shuffle the deck, draw a card. Its face displays some unlikely, generally worthless mundane item. Tear the card in two and the item appears in your hand. A replacement card magically appears in the deck, but it will never show the same item twice.
    20. Talk-pick. Place this lock pick in a lock, and spend a minute whispering words of encouragement - it will pick a non-magical lock hands-free. (Caiphon)
    21. Taster Demon. A very small demon, like a grumpy slug with teeth. Lives in a vial. A connoisseur of poisons, it knows them all by taste or scent and will happily tell you all about them. Much louder voice than you'd expect.
    22. Catching mitt. Throw this glove at anything flying towards you, and it will catch it and fall gently to the ground. (Caiphon)
    23. Hand of glory, lesser. A candle made of a hanged criminal’s hand. Carry it while lit, and no one will notice you as long as you move slowly, make little noise, and don't touch anything. (Dialas the Spellbreaker, with edits)
    24. Hand of glory, greater. Carry it while lit, and everyone in its light except you is paralyzed.
    25. Weighted Dice/Rigged Deck. This normal-looking gaming accessory returns whatever result the owner wills. (Marcus)
    26. Trick pockets. Whatever you put in one pocket can be pulled out of the other. Yes, you can remove them and sew them onto different articles of clothing.
    27. Signal whistle. A whistle and earring set. Only someone wearing the earring can hear the whistle. (Toasters)
    28. Listening wire. A spool of enchanted copper wire. Wrap one piece around your ear, and then around your midsection. When you speak the command word, it records the next few minutes of conversation. Each strand can store only one conversation. (Caiphon)
    29. Gem of thought-storing. A semi-precious stone that you can whisper thoughts or memories into. You forget them until you hold the stone and ask for them back.
    30. A deck of playing cards. Playing games of chance with them reveals players' secret plans (via interpreting the cards they are dealt). (Caiphon)
    31. Stubborn twine. Animated, unbreakable, uncuttable. Smart as a three-year-old. Can talk, has many absurd or backwards opinions.
    32. Doorvish Ale. Break this bottle on a door, then drink as much as you can from the spill. You'll cough up a key to the door. (Caiphon)
    33. Purple lipstick, made of powdered oblivion moss. Kiss someone while wearing it and they forget something they were just thinking about. You learn it.
    34. Ear Worm. You put this worm in your ear and it sings a super catchy tune that you can't help but dance to. The benefit comes from the fact that this dance makes you uncannily good at dodging traps and attacks as you bob and weave to the beat. (Marcus)
    35. A pair of corks, each with a different rune. Anything in a bottle sealed by the first cork will seep into the bottle sealed by the other.
    36. Dupli-dice. Anything you place as a bet with these dice is duplicated after the roll. Weighting the dice breaks the spell. (Caiphon)
    37. Shadow gossamer. A small bundle of fine gauzy black silk. Unfurl it and it becomes an area of extra dark shadows.
    38. Ring of 1001 keys. Fits in a pocket, only seems to have like 10ish keys at once, but there are many, many more.
    39. Spy shell. Say one magic word and this conch shell starts to record what it hears. Say another, put your eat to it, and it plays it back.
    40. Passwall Chalk. Drawing a portal (circle, doorway, etc) on a wall creates an opening that persists just long enough for one person to jump through. (Marcus)
    41. Distraction in a box. A little music box. Crank it and leave it somewhere. After awhile, it starts making noises that sound like (roll 1d6): 1. a riot starting; 2. insults; 3. guards calling alarms; 4. a woman shrieking for help. 5. A large animal roaring. 6. GM makes something up. (Dialas the Spellbreaker, with edits)
    42. Swindler's Purse. Finely embroidered with silken thread, in patterns that are never the same. Put something in the purse. When you pull it out, it will appear to be something else of similar size and weight, something of considerable value. You have no control over what it will be. The illusion lasts until you tell a lie.

      -BONUS late addition-
    43. Sleeve Snake. A small magical serpent-construct that hides in your coat or under your shirt. Swallows small objects (coins, gems, etc.) that are slipped up your sleeve. Can spit them back out on command, in reverse order (last item in, first item out).  (Jimmeh, w/edits)

    Saturday, January 11, 2020

    My Framework for GMing Dungeon World

    I've been working on the GMing chapters for Stonetop, and it's made me think about how the conversation really flows. I've also been thinking about GM moves, and Principles and Agenda, and how they all work together. I thought I'd talk about them a little here. 
    I don't think that what follows is fundamentally different than what the game text tells you to do. Like, if you read the DW text and the DW Guide, and GM the game enough, I think you end up doing what I describe below. This is just how I conceptualize it, with 8+ years of experience running, playing, and talking about DW and similar games. (This is also pretty similar to what I describe here.)
    Maybe you'll find it useful? Maybe a new GM will find this and something will click for them. Regardless, I'm going to be posting some excerpts from the Stonetop GMing chapters over the next couple weeks, and I think this will help set the stage. 
    As always, feedback and questions are appreciated!

    The Game is a Conversation

    You say something. The players say something. You say something in response. You ask questions of each other, clarify, interrupt, talk over each other. To quote Vincent Baker: "you take turns, but it’s not like taking turns, right?"

    The whole point of this conversation is to create the fiction, the shared imaginary space that we're all talking about, where the PCs and NPCs and monsters all exist and act. The game's rules mediate the conversation, and help us figure out what happens when there's uncertainty, and help introduce unexpected and challenging elements into the game.   

    Dungeon World is (despite what some folks will tell you) a rather traditional RPG. It structures the conversation and assigns responsibilities and authority in a very familiar way: 
    • The players are responsible for portraying their characters (who they are, their actions, their thoughts and opinions, their experiences and backstory). 
    • The GM is responsible for portraying everything else: the world, the NPCs, the monsters, etc. 
    Dungeon World is different than a lot of RPGs because it explicitly encourages (and arguably requires) the GM to ask the players for input on the world, particularly during the first session and about areas where their characters have experience or expertise. But that's not that different than how lots of folks play D&D. (Ever done a session 0 where you make characters, talk about backstory and the kind of setting you want to play in? It's like that, but it's done during play.)

    Different groups take this collaborative spirit to different degrees. Some DW GMs are very cognizant of The Line (I know I am) and avoid asking the players to make up details about what their characters are experiencing on the spot. Other GMs will actively ask the players to make up details about the room they've just entered, or the NPC they've just met, or what happens next. Some groups collaborate on where the story should go, and what kinds of scenes they want to have. None of these are wrong. They're just a matter of taste.