2016-12-15

Sinister Solstice

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This was my first attempt at a Dungeon World starter (a handout for inspiring thematic game play at the table). It is a two-part Christmas themed adventure in which you may or may not thwart the plans of the evil ice elves and raid Kringle Castle.

Citadel of the Goblimites

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Citadel of the Goblimites is a 1-page map/DIY adventure.







2016-12-14

Dungeon World Monsters A to Z

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An alphabetical listing of Dungeon World monsters in a compressed “stat block” format. Stat blocks follow this formula:

Creature Name: tag1, tag2, tag+, special quality. Instinct: to whatever. Moves: move1, move2, move+. Weapon (damage, tag1, tag2, tag+) n HP, n Armor.

The descriptive text of each has been omitted.

Random GM Move (Dungeon World)

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This utility, designed with Twine, hands you a random move from those listed for Dungeon World GMs. The default version combines general GM moves with dungeon moves, but you can separate them and get a suggestion for each type with one click.

2016-12-13

Cheat Your Own Adventure

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This brilliant 1-page “game poem” was designed by a group of UK roleplayers (https://www.ukroleplayers.com/wiki/Cheat_Your_Own_Adventure) and released under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported license. My version is simply a nicely formatted take on the original.

You eagerly open the book at page 1 and begin your journey of page-flips and hard choices. Ahead of you lies an adventure in which you decide your destiny! Maybe this is the book you will get through without dying? If not, there’s always a do-over. What are you waiting for? Go and cheat your own adventure!




2016-12-10

Goblintown v0.4

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Goblintown is a role-playing game about the miserable (but never dull) lives of a warren of goblins trying to defend their community against endless perils. It is suitable for either a one-shot or a short campaign.

Each session plays out in about 60-90 minutes, but you can easily chain two or three events together for a more involved story about the volatile fortunes of the town. The game is designed for a group of 4-6 total players: 1 GM who “runs” the game and 3-5 players with goblin characters.

Each regular game session begins with the introduction of a threat, and then becomes a race between the goblins, who are trying to eliminate or neutralize the threat, and the threat, which is trying to destroy the town. This structure makes Goblintown unusual for a role-playing game in that players can essentially win or lose the game. Of course, the real “win” in any role-playing game is a good story; the story of losing the town can be every bit as interesting as the story of saving it.




Sorcerers & Sellswords v1.8

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Sorcerers & Sellswords is a one-page game derived from John Harper’s Lasers & Feelings. The game’s flavor is weird fantasy - think Clark Ashton Smith, Ralph Bakshi’s Wizards, the early tales of Fritz Leiber’s Fafhrd & the Gray Mouser, Thundarr the Barbarian, etc.

The world is full of dangers and mystery. A person’s safety and livelihood often depends on their wits or a strong arm. Sorcerous powers are available to those desperate or insane enough to use them.

Both S&S and L&F are fantastic for pick-up games and one-shots. They can sustain short campaigns or even longer play for people who want episodic adventure and aren’t as concerned with things like consistency/simulation or leveling up. The play style is very much in the Powered-by-the-Apocalypse tradition (experience with Apocalypse World, Dungeon World, or another PbtA game helps), though the dice mechanic is different.

You only need the first page of the linked file to play, but I have included a page of loose definitions for the game terms that can be printed on the back of the rules, as well as a page of blank character sheets. So it’s a one-page game, but the file has three pages.