My own handwriting is terrible, but I admire calligraphy!

Betrayed by one bus, went to the office, ate a weirdly small burrito, did some weirdly small work, raised a concern to my interim manager, attended a training about new mandatory self-criticism reports.

Read (manga): Daemons of the Shadow Realm vol 7 (Hiromu Arakawa): More reunions and murders and escapes and backstories. Basically every character is still more interesting than the MC, though.

Written (game design): 223:

Leaving that to ferment, earlier I mentioned taking D&D out of
Dungeon World, so let’s look at a different part of game space and see
if there’s anything to bring back.

D&D abilities still suck, but Dungeon World is not the kind of game that
should have a bunch of skills. Maybe replace the abilities with
personality traits, more like Apocalypse World? Aggression instead of
Strength (not my idea; Into the Odd, maybe?), Focus, Mysticism,
Jitters, Determination? Five is probably enough. Also there should be a
move to fall prey to the downside of each one, although that risks
creating a “roll minus” mechanic. Also no ability scores, just -1 to +3
like the Bakers intended.

Level is just the number of advances you’ve taken, we can swap one term
for the other without losing anything except a few characters. Check XP
on failure and when answering end-of-session questions, that’s all good.

PbtA games are big on playbooks, but allow pretty arbitrary
“multiclassing” for at least a few moves, so going classless wouldn’t be
impossible. Making new classes isn’t hard, though, so it might be better
to just have a whole bunch of classes, replacing the old ones that are
too D&Dish. Wizard and Cleric would go, since we no longer believe in
secular magic.

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