Showing posts with label dungeon world. Show all posts
Showing posts with label dungeon world. Show all posts

Monday, April 27, 2020

Elements on Parade

In my Dungeon World campaign, the gods created the world and then the five sentient races from the elemental forces of the cosmos - Earth, Fire, Water, Wood, and Metal.
 
Although the setting is, for the most part, the sort of standard pseudo-Europe you have in D&D, I decided to use Chinese elements rather than Western ones because... they're cooler?
 
There are only five intelligent races in the setting (not counting undead, magic constructs, outsiders like fae and demons etc), and each is linked to one of the elements.

 
Humans are linked to Fire.
  • Prone to fiery passions
  • Spread quickly
  • Capable of captivating beauty
  • ...but also mindless destruction
  • Warm but dangerous
  • Brief lives
  • Ruddy or dark skin, yellow or red or ash-white hair, orange or red eyes 

Elves are linked to Wood.
  • Long-lived
  • Flexible but strong
  • Think of themselves as part of nature
  • Deep continuity to the past
  • Never in a hurry, make generational plans 
  • Brown or green skin, leaf coloured hair, green or amber eyes

Dwarves are linked to Earth.
  • Very tough and hard to move
  • Practically ageless
  • Value foundation and structure before ornamentation
  • Seem simple on the surface but have many hidden layers
  • Grey or black skin, brown or grey hair, black or brown eyes

Goblins are linked to Water.
  • Always on the move
  • Find a niche and exploit it
  • Seem weak individually, but relentless en masse
  • Change their values to match the environment 
  • Blue or sea-green skin, green or grey hair, aquamarine or clear eyes

Gnomes are linked to Metal.
  • Sharp and bright
  • Usually found embedded within other groups
  • Great tool-makers
  • Mix well with others
  • Tend towards either shiny glamour or dull reliability
  • Skin hair and eyes are all metallic colours - gold, silver, bronze etc 


You get the idea!

Elementalists tend to specialise in the element linked to their race but aren't necessarily limited to it. The diagram above shows how they interact. For example Dwarves would usually use Earth magic but they can potentially learn Wood or Metal magic. They can't use magic from the diametrically opposed element, Water. Elves usually use Wood magic, can opt for Earth or Water, can't use Metal. And so on.
 
Fire is the odd one out. It's greedy. Fire magic acts in opposition to all the other elements, so it can only be used by Humans. And Humans can only use Fire. This is part of the reason that Human communities have often encouraged the other races to live among them. One of an Elementalist's abilities is to create physical manifestations of their element - having regular access to "free" supplies of metals, lumber, stone, safe drinking water etc is a boon to any settlement.

Thursday, June 20, 2019

Alignment Moves

I've been running a (sporadic) campaign of Dungeon World for almost a couple of years now. I love a lot of aspects of DW but run it in a way that I'm sure would aggravate "true fans", I don't use Fronts and Portents for a start. A lot of the time I let people use Moves more like skill rolls. I certainly don't make players choose their character's name from a list, but does anyone really do that?

One of my other heresies was allowing characters of any race to choose any class. I get that the playbooks' limitations are meant as a nod to the original D&D rules but... I've always found that limitation to be a bit boring and arbitrary.

As a result I needed to create new racial moves for each character class, to go along with the preexisting ones for those classes that did allow elves, dwarves etc. While I was at it I decided to also add the option for players to pick an alignment-related move.

Alignment feels a little tacked-on in DW to me (arguably less tacked-on that it feels in D&D 5e, to be fair). So I thought I'd just have that option there so that alignment could potentially have a further impact on character creation.

Chaotic characters
DOUBLE DOWN    Once per session you may choose to reroll any one roll, but at -1.

Evil characters
OUT OF SPITE    When you Hinder someone that you have a Bond with, they get a -3 penalty instead of -2.

Good characters
I'LL BE THERE FOR YOU    When you Aid someone that you have a Bond with, they get a bonus of +2 instead of +1.

Lawful characters
SAYER OF THE LAW    When you Spout Lore about the traditions and laws of your race or homeland, double your INT bonus to the roll.

Neutral characters
FINDING BALANCE    When you spend a day in contemplation, gain 1 preparation if you take action the next day.