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

Tuesday, February 19, 2013

The Age of Man, my OSR/Dungeon World Hack

I began working on a Dungeon World/OSR hack back in December. Remember that? I thought I was whittling a wild west game out of a block of rules. Somehow it ended up looking like a game set in the age of enlightenment with a creeping Gothic apocalypse. I think I like it better this way. I plan to keep most of the rules old-school, but blend in Dungeon World's partial success system for certain resolutions, add a dash of 4E and serve it with something home-brewed. Here's some fluff.

Age of Man
Centuries ago, elves retreated to their forests. The giants and dragons went to sleep. Then the orcs and goblins slunk off into the wilderness. The dwarves sealed the doors to their mountain halls. The dead no longer walked. The halflings and gnomes simply vanished.

The humans thought they had inherited the world! They let their castles, monuments of a so-called dark age, crumble. Drunk with faith or reason, humans burned or buried spell books. The greatest minds published treatises about man and God and law. Monarchs declared themselves divine and built opulent palaces at the expense of their subjects. Cities became huge and squalid as farmers flowed in, abandoning their land in hope of steady wages in a factory.


But as the countryside empties, it grows stranger. Those who linger find themselves contending with things that are not supposed to be. Giants hurl boulders from hilltops. Corpses shamble through forests. Yellow-eyed things snatch children at sunset. Shepherds keep one eye on their flocks and one eye watching for dragons. On certain nights, chanting and unearthly lights fill the castle ruins. Tentacled beasts drag fishing boats beneath the waves. Men become wolves, slaughter their kin, then become men again.


The monarchs, newspapers and academies deny it, but the old ways are back.

Aaand my eyes hurt. Will post the work-in-progress classes tomorrow!

Saturday, December 22, 2012

I Live! Plus my Dungeon World Hack

Hello! It's been way too long since I've posted. Do any of you even remember me, or am I just talking to a wall right now?

Anyway, I'm not living in China anymore. Public spitting, food poisoning and no cheese anywhere aside, it was a great year. I miss it already.

To ease my sorrow, I've spent my free time sipping baijiu and designing a game that borrows rules from Dungeon World. I plan to keep all of Dungeon World's fast-paced, straightforward, cinematic qualities and adapting the game play to fit a weird west setting. I'd like to play a game where the sheriff rounds up a posse to liberate the spider ranch from night goblins. Some anachronistic steampunk stuff might show up here and there, but nobody's going to be flying around in a gyrocopter with a steam-powered top hat or some crap. I'm in the process of banging out a few classes, each with a unique mechanic. I'll post the playsets when I start feeling good about them. Here's what I have so far:

Citizen
Shopkeepers, barbers, prostitutes, farmers, etc. who find themselves caught up in adventuring. They lack the obvious abilities of other classes, but make up for it by having uncanny luck. They're much better at making good impressions, finding connections and holding onto money than their rougher companions.
Mechanic: Luck. Can spend class points to force GM to re-roll.

Fighter
Brawlers, Kung Fu disciples, tribal warriors, etc. Guys who can bring a knife to a gunfight and win. They can hold their own with firearms, but they prefer taking out their opponents with hand-to-hand weapons, swinging and grappling.
Mechanic: Momentum. Pushing the advantage or losing ground in a fight gives bonuses or penalties to rolls.

Gunslinger
Someone who can shoot the hat off your head or turn a brace of revolvers into a Gatling gun. Not all of them squint and smoke cigars.
Mechanic: Grit. Gunslinger accumulates class points based on his deeds that can be spent to improve rolls.
 
No-Account
Scumbags, grifters, rustlers, hatchet men, etc. Too many of these people on the frontier. The smarter ones escape the noose by making themselves useful.
Mechanic: Knacks. Can do sneaky thief stuff, including dirty fighting moves.

Occultist
Slightly unhinged individuals who devote themselves to the mysteries of the occult. They are the only class capable of casting magic.
Mechanic: Circles of magic. Learn spells by advancing in different magic circles.

Ranger
People who choose a hard life in the wilderness. They are highly sought after, because the frontier would be rough place without the man-eating centipedes. Their hunting and trapping lifestyle makes them formidable with long guns.
Mechanic: Wilderness lore. Can spend class points to automatically succeed at certain wilderness skills, such as hunting, tracking, finding the right herb to reverse a friend's transformation into a werebat.