Dissolution Future and Ptolus Dungeon World: Difference between pages

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So, with the defeat of the lich [[Aggah-Shan]] and the stopping of the [[Malady]], the [[campaign::Dissolution]] campaign has reached a crossroads: do we continue on its present course, continue on while translating to a different game system, or bring it to an end and play something else? This page suggests some options.
This page details how we converted some of the basics from the 3.5-based ''Ptolus'' to the ''[[system::Dungeon World]]'' system. It is colored by having done this to support an existing campaign, switching to ''Dungeon World'' after the characters had already reached the upper-mid levels. At these levels, 3.5 tends to be about "you saved the city!", whereas ''Dungeon World'' is designed more towards a "you might starve while hiding from the rat men" sort of aesthetic. ''Ptolus'' is a bit more high energy and optimistic than the default of ''Dungeon World''. Still, ''Dungeon World'' works very nicely in a big urban setting with lots of factions and obligation, but where dungeon crawling is still the focus of play.


== Continuing Dissolution in ''Pathfinder'' ==
== Characters ==


We could keep playing ''Pathfinder'' in the current campaign.
We opted to use the alternative character creation system spelled out in ''Class Warfare'', as this allowed creation of characters that more readily matched the PCs from our existing campaign. But, even had we started with new first level characters, we still would have done this. The playbooks in ''Dungeon World'' were built with an "old school" feel, and that feel isn't a great match to the more cosmopolitan Ptolus. For characters we converted, we adapted them from 3.5's 20-level system to ''Dungeon World'''s 10-level system by cutting their 3.5 levels in half.


'''Pros''': We know the characters. We sort of know the setting. We have a number of open plot lines that we could go down (some of which you might not be completely aware of), feeding naturally from the story we already have. With the recent windfall (lich pimp booty), the characters are really fighting above their weight class, and should be scarily, setting-alteringly effective now.
Some characters required custom moves or even custom specialties (in ''Class Warfare'' terms), some of which are detailed below. Most received one or two faction moves (see below), though most starting characters probably would not.


'''Cons''': When starting a 3.5 campaign, and later switching to Pathfinder, part of the point was to gain an understanding of how the system worked and what it can do. At this point, I'd have to say mission accomplished on this score, and not much more to uncover. Another problem is that ''Pathfinder'' is an additive system. That is, as your character's advance, you gain more and more options, without ever loosing any. This tends to make the game bog down at the higher levels, with all sorts of interlocking effects and more and more details to manage. Common wisdom holds that the "sweet spot" for the game is around levels 7 to 12. So, if you think there is a lot of detail now, it will only get worse. The multiple characters per player makes this much worse, yet ''Pathfinder'' and similar games tend to need a certain number of "roles" to be filled to make a party effective. Lastly, this campaign takes a higher amount of effort to manage than I expected (though, to be fair, much of this is self-inflicted).
Ptolus contains many races beyond those in ''Dungeon World''. We just built custom race moves that sounded good, tailored to the characters.


== Continuing Dissolution in ''13th Age'' ==
== Special Moves ==


We could, yet again, translate the characters into a different gaming system and keep the campaign going that way. One candidate for a target system is ''[http://www.pelgranepress.com/?p=9764 13th Age]'', one of the most modern evolutions of the d20 system, mixing concepts from D&D 3.5, D&D 4th Edition and some modern story games together, by the designers who built a lot of those systems in the first place. We could also [http://explodedclown.trainedchimpanzeeband.com/263-optimized-for-play/ mix in elements from Primetime Adventures].
The basic moves remain as is, as do most of the special moves from the book. While in Ptolus, some additional special moves are available.


'''Pros''': Allows us to keep the characters, setting and the story line. There is a lot to like about ''13th Age''. In particular it is built to avoid the "additive complexity" problem, with characters who become more able as they advance, but yet the number of options the player needs to deal with at once remains about constant. Much of the complexity of ''Pathfinder'' is distilled down, particularly during combat, with the vast array of modifiers being distilled down to a couple of more abstract ideas, and magic items vastly reduced in relevance to a character's potency. It adds some really interesting methods of connecting the characters to the setting mechanically, using what it calls "icon relationships" that help and hurt the characters. (I've taken a go at figuring out [[Ptolus 13th Age Conversion|what the icons might look like in a Ptolus campaign]].) Nearly everything in the system is built to be more evocative than just "+1 to hit".
==== Bolster ====


'''Cons''': Characters will not map exactly into the ''13th Age'' system (in fact, until about two days ago when the ''13 True Ways'' book was released, about half couldn't have been translated at all). The system is still pretty crunchy and will take some getting used to. Also, the system is built to sort of teach you how to play as your character develops, which we would be avoiding by translating characters into the mid levels immediately.
This special move remains the same, but with the addition/clarification that you may adjust a roll with preparation ''after'' the roll is made.


== Continuing Dissolution in ''Dungeon World'' ==
==== Outstanding Warrants ====
The ''Dungeon World'' rule set would work very well in the Ptolus setting, but it seemed the characters would be hard to map into the "playbooks" the system uses. That all changed in November 2014 with the release of ''Class Warfare'', a book that deconstructs the playbooks into parts that can be mixed and matched together. Armed with it, and some newly gained experience making custom moves for an ''Earthdawn'' hack, I think this could be the best way forward (some notes on [[Dissolution DW][how]]).


'''Pros''': Allows us to keep the characters, setting and the story line. In ''Dungeon World'', combat is just one of many approaches players can take, which would really bring out the political/social nature of the ''Ptolus'' setting (now that the group counts themselves among the movers and shakers of the city), in a way the ''Pathfinder'' or ''13th Age'' just can't handle. It would also mesh well with the the group has been gaming lately (using planning and strategy to avoid drawn out slug fests), as the game's non-combat "moves" are just as important and useful. Characters are also significantly simpler, with many fewer moving parts to track. Gear and magic items are dramatically simplified into a handful of tags and, in some cases, "moves" that the players can make. (As an example, the big bag of goodies from Cassiodora, instead of being tracked item by item, likely just turns into a single "Cassidora's Goody Bag" move that does something narrative.) The system is also built to be improvisational, where you "play to see what happens". Players have more agency in driving the story, and the GM never rolls dice, instead making ritualized "moves" in response to what the players do. One of the best bits of the system is that every move has "success", "partial success" and "not success" results, and the latter two tend to be the most interesting.
The trigger for this special move changes to "when you return to a neighborhood or establishment in which you have caused trouble before".


'''Cons''': With custom moves, we can get close to the existing characters in feel, but there will be some difference (mostly for the better, though). As ''Dungeon World'' works better with smaller groups, and running "GM characters" is much more difficult in ''Dungeon World'', Lostwhite and Sikarsis will likely get transmuted into (extremely competant) "hirelings", using rules that ''Dungeon World'' has for such things. This may take some getting used to. The system can also be a little jarring at first.
==== Talk to the Press ====


== Continuing Dissolution in ''Anima Prime'' ==
When '''you conduct an interview with the press''', say what you are trying to accomplish with the interview and roll+CHA. '''On a 12+''', the resulting article conveys what you intended to convey. '''On a 10+''', the article mostly matches what you wanted, but choose one. '''On a 7–9''', the article is close to what you wanted, but you choose one and the GM chooses one.
Another system we could transition into is ''[http://www.animaprimerpg.com/ Anima Prime]'' or, more specifically, the ''Exaltation Prime'' hack that I built to move our ''Exalted'' campaign into.
* The story slants heavily toward the paper's bias.
* You are significantly misquoted.
* The author embellishes details far beyond reality.
* You are also made to appear to be supporting or opposing something not actually covered in the interview.


'''Pros''': Allows us to keep the characters, setting and the story line. Allows us to test out the ''Exaltation Prime'' hack. While the system isn't the best fit for the lower levels of a ''Pathfinder'' campaign, once characters reach the level you are at now, they are basically superheroes, and ''Exaltation Prime'' can handle that just fine. Using this system with characters we already know should allow us to learn it more quickly. It should also be possible to more flexibly embrace and implement the original concept of the characters better.
==== Cast From a Wand ====


'''Cons''': Characters will not map perfectly into ''Exaltation Prime'', as the "silos" of party roles (e.g. healer, tank, etc.) don't really exist in ''Exaltation Prime'', at least not nearly as strongly, and the game has a totally different mechanical focus. In fact, it would probably be desirable to "retire" two to three of the characters in order to speed play (while ''Pathfinder'' works better with four to six characters, ''Exaltation Prime'' works better with two to four).
When '''you release a spell from a wand''', roll+DEX. Take −2 if you lack spell casting ability. Take +1 if the spell is from your schools, spheres or repertoire, or you are otherwise familiar with casting it. Take −1 if the level of the spell equals your level. Take −2 if the level of the spell exceeds your level. '''On a 10+''', the spell is cast. '''On a 7–9''', the spell is cast, but choose one:
* The wand cannot be used again for a day.
* The spell generates feedback. You take 1d6 damage.
* You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
'''On a miss''', the wand likely loses its magic, becoming a glorified stick.


== Continuing Dissolution with ''D&D Next'' ==
==== Copy a Spell ====
Stinging from the failure of ''D&D 4th Edition'' to catch on, Wizards of the Coast has spent the last view years totally revising ''Dungeons & Dragons''. While they are not quite done yet, they will soon make the [http://www.wizards.com/dnd/Article.aspx?x=dnd/4ll/20140527 basic rules of the system freely available to everyone]. I'm not sure I like what I've seen so far to think this is a good idea, but time will tell.


== Continuing Dissolution with ''Fate Accelerated'' ==
When '''you copy a spell in a school you know from one spellbook into your own''', roll+INT. '''On a 10+''', the spell is copied perfectly. '''On a 7–9''', the spell is copied, but the GM chooses one:
Someone has gone through the trouble of translating ''Pathfinder'' into [http://www.killershrike.com/Fate/Fae/Pathfinder/PathfinderFateAccelerated.aspx Pathfinder Fate Accelerated], a lighter, more narrative system. The Fate system has become very popular, and the Accelerated version offers an even more rapid playing system.
* You stumble over a booby-trap in the original. You gain a random debility.
* You introduce a flaw into your copy, which you will not notice until you first cast the spell (at which point, you can correct the book). Take −3 forward to casting this spell.
* You run out of room in your spellbook, and must carry an additional book to hold this spell.
* The spell vanishes from the original spellbook.
* The act of copying the spell causes it to go off, affecting a random target.
'''On a miss''', the original spellbook suffers some kind of calamity, ruining its contents.


'''Pros''': Allows us to keep the characters, setting and the story line. Allows us to test out Fate Accelerated. The much looser character system may fit the PCs better, as several of the characters bend the Pathfinder system heavily.
==== Activate Chaositech ====


'''Cons''': Not sure.
When '''you activate a chaositech device''', roll+nothing. '''On a 10+''', the device works and you take +2 forward using the device. '''On a 7–9''', the device works, but choose one. '''On a 3–6''', the device doesn't work, and the GM chooses one. '''On a 2−''', the device may seriously malfunction, you might gain a mutation, become vulnerable to the influence of chaos, or some other malady, the GM will tell you which.
* Afterwords, the device is drained of power.
* Roll 1d6. On a 1–2, the device overloads, melts down, or explodes, dealing 1d10 damage to you.
* Roll 1d6. On a 1–3, you gain a random debility.


== End Dissolution and try a series of short games ==
== Factions & Faction Moves ==
As endings go, this one is as good as any. We could start some experiments with testing out some games that run for one or a few sessions. Some that I am dying to try out, in no particular order:


* ''[http://www.dangerpatrol.com/ Danger Patrol]'': A rules-light, high action, ''Flash Gordon''-y, serial-style sci-fi roleplaying game. This could probably go for two or three sessions, with a new "episode" each session.
While Ptolus, as written, contains factions and politics and such, it still remains largely about dungeon-delving, with the factions probably influencing the hows and whys of such exploration. And, while you could set a game entirely about political intrigue in Ptolus, that game wouldn't be ''Dungeon World'', which is significantly more focused on dungeon-delving than politics. Even importing more political tech from other Powered-by-Apocalypse games (such as replacing Bonds with Strings from ''Monsterhearts'') strays too far. So, how to mine the rich factions and politics of the setting in a way that plays to ''Dungeon World'''s strengths? We went with adding "faction moves" to the game.
* ''[http://www.wizards.com/dnd/Product.aspx?x=dnd/products/dndacc/254600000 Gamma World]'': A ridiculously gonzo, post-apocalyptic game, where radiation gives you mutant powers. This version is supposedly the best incarnation of the D&D 4th Edition rules. Characters can be created in about five minutes, which is good, because characters die horribly and often. If you want to play an erudite polar bear that shoots fricken lazer beams out of his eyes, this is your game.
* ''[http://www.onesevendesign.com/ladyblackbird/ Lady Blackbird]'': A steampunk game that comes with specific characters and a specific setup, but rarely plays the same way twice. Really neat mechanical ways of connecting the characters and incentivizing particular actions. There are some hacks of this that take the basic concept into other genres (e.g. ''Operation: Blackbird'' turns it into a superspy/caper sort of game).
* ''[http://www.bullypulpitgames.com/games/fiasco/ Fiasco]'': A purely narrative game of powerful ambition and poor impulse control. Different "playsets" make the genre and setting of the story different each time. No gamemaster.
* ''[http://adept-press.com/works-in-progress/doctor-chaos/ Doctor Chaos]'': "What if the world’s greatest supervillain were not actually a moron?" An interesting take on a superhero game, where the players collectively play a supervillian and only incidentally create some heroes along the way.
* ''[http://theunstore.com/index.php/unstore/game/76 In a Wicked Age…]'': A dark fantasy story game where the story is driven by a random "oracle" at the start of each session. Long term play is structured by following a chain of characters through a world, one leading to the next, instead of playing the same character the whole time.
* ''[https://www.kickstarter.com/projects/2006204732/wield-a-little-game-about-ancient-powers Wield]'': Story game where you play epic magic items and the "heroes" that wield you are sort of disposable pawns.
* ''[https://www.kickstarter.com/projects/1205300753/evil-intent-the-board-game Evil Intent]'': a board game about taking over the world.
* ''[http://sentinelsofthemultiverse.com/ Sentinels of the Multiverse]'': a cooperative card game pitting a team of superheroes against a villain.
* ''[http://www.alderac.com/smashup/about/ Smash-Up!]'': a competitive card game, where you mix two "faction" decks together (e.g. "ninjas" and "gorillas") and fight others.
* ''[http://www.queen-games.de/games.aspx?ProductId=8 Escape: The Curse of the Temple]'': You all have ten minutes to escape a temple. Played in a real ten minutes.


== End Dissolution and try another long term game ==
If you get involved with some faction within the city, the GM may decide to represent your membership in or associate with that faction with a '''faction move''' reflecting the advantages and costs of dealing with that faction. The term "faction" casts an intentionally wide net, and might represent a particular guild, noble house, political affiliation, neighborhood, organization, society, or even race. Generally, faction moves involve a roll that exchanges possible obligation or other cost for assistance, information, matériel, bonuses or some other advantage. Most such moves will be tailored to the character. Some might be available to any character willing to pay membership dues. Joining some factions may be so involved that doing so opens up a new specialization rather than supplying faction moves. Some example factions and associated moves:
We could also leap into a different game, where "long term" might mean a few weeks to a few years. Some possibilities:


* ''[http://www.numenera.com Numenera]'': Written by Monte Cook (the guy who wrote the Ptolus setting and most of D&D 3.5), this is his approach to "post-D&D gaming". Taking place so far in the future that science seems like magic, it functions like a fantasy setting filled with ancient, powerful secrets (i.e. ultra-technology). Instead of race and class and such, each character is an "[http://www.numenera.com/character-creation/i-am-an-adjective-noun-who-verbs/ <adjective> <noun> who <verbs>]", gaining different abilities from each of the choices. Plus, the setting is gorgeous.
=== Delver's Guild ===
* ''Exaltation Prime'': Try out these rules (or maybe the gamemaster-less mini version, ''Pocket Anima Prime'') in some other setting with new characters. Could maybe use ''[https://www.kickstarter.com/projects/asmadigames/channel-a Channel A]'' to generate the basic premise for a game.
 
* ''[http://apocalypse-world.com/ Apocalypse World]'': Built for short campaigns (maybe six to twelve sessions), this story-based post-apocalypse game has turned out to provide an engine for play that has kind of taken the gaming world by storm. The game revolves around "moves" that all work on a success/partial success/failure model. The game is known particularly for encoding exactly what the GM does, using its own set of GM moves. The design is also built around a notion fiction informing the moves, and the results feeding back into the fiction, at all times, and also about emergent story (rather than pre-planned by the GM).
Anyone who willing to pay dues may join the Delver's Guild (''Ptolus'', pg. 108–110) as an Associate Guildsman or Guildsman. The latter gain the following move:
* ''[http://www.dungeon-world.com/ Dungeon World]'': Takes the ''Apocalypse World'' world engine, and builds a love-letter to dungeon crawling adventure games like early D&D. Essentially old-school dungeon crawling with new-school design and sensibilities.
 
* ''[http://buriedwithoutceremony.com/monsterhearts/ Monsterhearts]'': Takes the ''Apocalypse World'' world engine, and builds a love-letter to teen monster romance stories (e.g. ''Buffy the Vampire Slayer'', ''Twilight'', et. al.).
==== Delver's Guildsman ====
* ''[https://www.kickstarter.com/projects/1359565526/low-life-the-rise-of-the-lowly-core-rulebook Low Life]'': In the far-far future, lower life forms (cockroaches, worms, even poop, boogers and Twinkies) have achieved sentience and now dominate the ruined remnants of the Oith. This ''[https://www.peginc.com/product-category/savage-worlds/ Savage Worlds]'' setting showcases the system as well as any. You really need to see the art to "get" the idea.
 
* ''[http://brennan-taylor.squarespace.com/#/bulldogs/ Bulldogs!]'': Freebooters in space, taking risky jobs, rubbing elbows with other alien races, trying to make a name for themselves. This is a ''[http://www.faterpg.com/ FATE]'' game, written by a guy I gamed with a little when I lived in Jersey.
When '''you research an expedition under the city in the Delver's Guild maproom''', roll+INT. '''On a 10+''', hold 3. '''On a 7–9''', hold 2, but other guildsmen get wind of your expedition. '''On a miss''', hold 1, but some of the information you find will turn out to be dangerously misleading (the GM will tell you when). Spend hold while on the expedition to choose one of the following:
* ''[http://mindjammerpress.com/monstersandmagic/ Monsters & Magic]'': Peripherally part of the Old School Renaissance (a loose clique that builds games based on very early editions of D&D), this game captures a lot of the feel of early D&D with some more modern system flavoring. Old School games tend to feature exploration (particularly dungeons) and tend to be pretty lethal.
* Take +1 to spout lore, discern realities or undertake a perilous journey.
* ''[http://technoirrpg.com/ Tech Noir]'': How modern designers build a near-future, cyberpunk game like ''Shadowrun''. Very interesting design, also with an emergent story.
* Recognize a landmark when lost.
* ''[http://rpg.drivethrustuff.com/product/82258/Chris-Perrins-Mecha Mecha]'': How modern designers build a story-based mecha fighting game. Avoids the technical minutia of ''BattleTech'' for a more abstract system, driven by character.
* Find a guild waystation.
 
=== Inverted Pyramid ===
 
Membership in the inverted Pyramid is a path to personal arcane power. As such, it is more appropriately represented by a custom specialty/compendium class (see below). On the other hand, anyone who can gain access to the Inverted Pyramid's library may use this move:
 
==== An Unparalleled Collection ====
 
When '''you spout lore about the workings of arcane magic within the library in the Inverted Pyramid''', take +3. '''On a 12+''', the GM will ''also'' tell you something tangential but of use to an ally that you happen across.
 
=== Order of Iron Might ===
 
Members of this martial order who stand out from the ranks as particularly reliable, brave or otherwise notable may gain the following move:
 
==== Bonds of Iron Might ====
 
When '''you recruit from the Order of the Iron Might''', you have a useful reputation and treat any miss as if you had rolled a 7–9 instead. Any recruits you gain have at least loyalty +1 and warrior +2. In addition, you take +2 loyalty forward.
 
=== Noble Houses ===
 
Faction moves for noble houses work better when tailored to the character and their relationship to their family. Some examples:
 
==== Adopted Black Sheep ====
 
When '''you manipulate a family member''', roll+INT. On a 10+, choose two. On a 7–9, you choose one and the GM chooses one:
* Your family gives you coin.
* You extract a favor from the family.
* You or one of your family is tarnished in the tabloids.
* The family extracts a favor from you.
 
==== All in the Family ====
 
When '''you discern realities about House Erthuo or its members''', take +2 and add the following choices to the list of available questions:
* If the public knew about this, how would they react?
* If the press knew about this, how would it be reported?
 
==== Contrarian ====
 
When '''you oppose your family's neutral political stance''', take +2 forward to parley with a family member.
 
== Districts ==
 
While it would be possible to create Ptolus as a steading, the city is so large that it would have nearly every tag. In addition, since nearly all play in a Ptolus game happens within the city, steading moves don't work as well if you are always inside one (moves often trigger upon ''entering'' a steading). Instead, treat each district of the city as it is own steading. When you do this, tags for defenses have to change meaning a little. While the city can easily call on 3,500+ soldiers for defense (not to mention the Commissar's guns), it is more likely to matter in a game what level of law enforcement can be expected. In the steadings that follow, consider the defense tag to measure the presence and effectiveness of the city watch against crime and unrest.
 
Similarly, the prosperity tag changes to reflect the standard of living and economic class of the residents, rather than the commerce-centric definitions given in the book. For example, the noble district is given the ''rich'' tag, even though almost no commerce or labor happens in that district. The ''Ptolus'' book should tell you everything you want to know about commerce within a given district.
 
Lastly, you can pretty much assume the ''history'' and ''personage'' tags for all of these districts. They will not be listed. District tags are as follows:
 
* The Docks: ''poor, steady, guard, exotic (slaves)''
* Guildsman District: ''poor, shrinking, watch, guild (all varieties), craft (metalwork), resource (most raw materials), trade (North Market, South Market), religion (Iron God)''
* Midtown: ''middle, steady, guard, safe, exotic (magic items), resource (fish)''
* Necropolis: ''dirt, exodus, militia, lawless, power (death, infernal)''
* Noble's Quarter: ''rich, steady, garrison, safe, divine (Lothian), exotic (luxury goods), power (political), power (divine)''
* North Market: ''moderate, steady, guard, trade (outside farms), resource (food), market''
* Oldtown: ''weathly, steady, garrison, power (Imperial, arcane, celestial), safe, guild (martial), arcane''
* Rivergate District: ''moderate, growing, guard, safe, exotic (drugs)''
* South Market: ''moderate, growing, guard, safe, market, resource (commodities, craftwork), exotic (bloodsports, books, spices, perfume)''
* Tent CIty: ''low, growing, none, lawless''
* Temple District: ''moderate, growing, guard, religion (most)''
* Warrens: ''dirt, growing, none, lawless, power (organized crime)''
 
=== Location Moves ===
 
Purpose and flavor can be added to various locations by making moves available will in a specific location. Some examples:
 
==== Blessing of Engelan ====
 
When '''you abandon concerns about the past and future at the Temple of Engelan''', take 1 preparation. If you do not use that preparation by the end of the day, loose all preparation.
 
==== Blessings of the Lady ====
 
When '''you ask the Lady to watch over you in one of her shrines''', for the rest of the day, any time the two dice in a roll match, add +1d6 to the roll, then subtract -1d4 from the roll.
 
==== Blessings of Lothian ====
 
When '''you ask Lothian, in a temple dedicated to him, to bless and guide your future endeavors''', hold 1. Hold an additional 1 for every 50 coin worth of sacrifice or donation made as part of your prayers (max total hold of five). Spend hold one-for-one to do the following:
 
* Deal an additional +1d6 damage when dealing damage to an arcane, undead or demonic foe.
* Make an object you hold project a warm yellow light that functions as sunlight does for a few minutes.
* Shake your mind clear of an enchantment from an arcane, undead or demonic source.
* Take +2 armor forward.
 
==== Delver's Square ====
 
When '''you recruit in Delver's Square for a subterranean expedition''', take +2. '''On a 12+''', you find ideal candidates. The GM will tell you how many points for skills the hirelings you find have, but you decide how they are distributed. If both you and the hireling are members of the Delver's Guild (which, let's face it, you are) take +1 loyalty forward.
 
==== Dockmaster's Tower ====
 
When '''you pay a suitable bribe to the dockmaster''', roll+CHA. '''On a 10+''', the dockmaster cooperates fully, then forgets all about it. '''On a 7–9''', the dockmaster cooperates fully, but later sells information about your activity to interested parties.
 
==== Observatory of the Watcher of the Skies ====
 
When '''you pay homage to the Watcher of the Skies on a clear day and peer through the temple's telescope''', you see the future of some person, place, object or institution written in the stars. Roll+WIS. '''On a 10+''', the GM will tell you three things from the list below. '''On a 7–9''', only two. '''On a miss''', the GM will tell you one anyway, but also something else that is not true (though you will have to discover which is which).
 
* The identity of the subject of the prophecy.
* The nature of a danger that threatens the subject or that the subject is part of.
* What may prevent this danger before it happens.
* What may avert this danger after it happens.
* One grim portent, related to the subject, that is yet to occur.
* One stakes question related to the subject.
 
==== Shade Tower ====
 
When '''you discern realities on Ridge Road in Oldtown on a bright, moonlit night, on a hit''', in addition to whatever else happens, you locate the shadow of the Shade Tower. You may use this shadow as a "place of power" to make a Ritual move to transport you and allies within the Tower.
 
==== Shard Tap ====
 
When '''you cast a spell in proximity of the large crystal shard central to Castle Shard, on a 10+''' the spell cannot be countered or dispelled by normal means. '''On a 7–9''', the following choice may be selected instead of your usual choices:
 
* The magic of the shard powers the spell, but you draw the attention of the shard and its masters, for better or worse.
 
==== The Spire ====
 
=== Other Situational Moves ===
 
Some other setting-specific moves can also be added when useful, such as:
 
==== Dragonscales ====
 
==== Gambling ====
 
== Specialties ==
 
The following are some additional specialties for use with the ''Class Warfare'' character creation concept. Most of these exist to better match some d20 or ''Pathfinder'' concepts.
 
=== Alchemist ===
 
[[Alchemist Specialty|Alchemists]] mix strange reagents to alter their forms and blow stuff up. This specialty is a loose approximation of the parts of ''Pathfinder's'' alchemist class that ever saw play at our table.
 
=== Chaositechnician ===
 
A [[Chaositechnician Specialty|chaositechnician]] aims to harness the power of chaositech, at great personal risk.
 
=== Dragon Heir ===
 
The blood of a dragon courses through the veins of a [[Dragon Heir Specialty|dragon heir]], gifting the character with innate magical ability and some of the traits of their sire. We added this to handle ''Pathfinder's'' draconic sorcerer bloodline, but breaking it into a specialty makes more open ended than just for sorcerers.
 
=== Hierophant ===
 
A [[Hierophant Specialty|hierophant]] forms the basis of characters who can cast both arcane and divine magic. These are a type of Vancian caster that can use spheres of influence as well as schools of magic, though limited to casting spells below their own level.
 
=== Inverted Magus ===
 
Characters invited into the Inverted Pyramid and who successfully complete their rites of initiation gain access to the [[Inverted Magus Specialty|inverted magus specialty]].
 
=== Knight of the Pale ===
 
Characters allowed to join the Knights of the Pale gain access to the [[Pale Knight Specialty|pale knight specialty]].
 
=== Spontaneous Caster ===
 
A [[Spontaneous Caster Specialty|spontaneous caster]] connects to magic on an intimate, personal level, naturally manifesting spell-casting ability. This specialty exists to match d20-style sorcerers and other spontaneous casters, casting a more limited selection of spells, more often.
 
== Monsters ==
 
=== Ratmen ===
''horde, small, stealthy, cautious, intelligent, organized''<br/>
Sword (close, d6 damage), 3 HP, 1 Armor
 
The government offers a bounty on these degenerate, conniving, repulsive rats that walk upright and use tools. They eat almost anything organic but, though ferocious when cornered, are cowardly otherwise and avoid fights in which they lack a clear upper hand. Ratmen revere disease but fear light and dislike fire. Instinct: to scavenge
* Bum rush
* Disappear into the garbage
* Spread disease and filth
 
=== Albino Ratmen ===
''solitary, stealthy, cautious, intelligent, organized''<br/>
Pistol (near, d10 damage), 12 HP, 2 armor
 
Albino ratmen always lead their groups (though not all ratmen leaders are albino), blessed with both greater intelligence and ambition. Favored among their own kind, they also carry the best gear. Instinct: to revel in the misery of others
* Stir the nest to fight
* Infect with a bite
* Use other ratmen as shields
 
=== Ratbrute ===
''solitary, large, intelligent, organized''<br/>
Greatsword (close, reach, d10+1 damage), 14 HP, 3 armor
 
Albino ratmen always lead their groups (though not all ratmen leaders are albino), blessed with both greater intelligence and ambition. Favored among their own kind, they also carry the best gear. Instinct: to ruin
* Rip something apart
* Infect with a bite
* Defend the nest
 
=== Rhodintor ===
''group, intelligent, magical''<br/>
Battleaxe (close, d8 damage), 12 HP, 3 armor
 
As creations of the Galchutt, rhodintor are not true demons, though they are every bit as devious and brutal. Instinct: to further the goals of chaos
* Electrocute
* Dispel magic
* Operate chaositech

Revision as of 20:15, 24 December 2014

This page details how we converted some of the basics from the 3.5-based Ptolus to the Dungeon World system. It is colored by having done this to support an existing campaign, switching to Dungeon World after the characters had already reached the upper-mid levels. At these levels, 3.5 tends to be about "you saved the city!", whereas Dungeon World is designed more towards a "you might starve while hiding from the rat men" sort of aesthetic. Ptolus is a bit more high energy and optimistic than the default of Dungeon World. Still, Dungeon World works very nicely in a big urban setting with lots of factions and obligation, but where dungeon crawling is still the focus of play.

Characters

We opted to use the alternative character creation system spelled out in Class Warfare, as this allowed creation of characters that more readily matched the PCs from our existing campaign. But, even had we started with new first level characters, we still would have done this. The playbooks in Dungeon World were built with an "old school" feel, and that feel isn't a great match to the more cosmopolitan Ptolus. For characters we converted, we adapted them from 3.5's 20-level system to Dungeon World's 10-level system by cutting their 3.5 levels in half.

Some characters required custom moves or even custom specialties (in Class Warfare terms), some of which are detailed below. Most received one or two faction moves (see below), though most starting characters probably would not.

Ptolus contains many races beyond those in Dungeon World. We just built custom race moves that sounded good, tailored to the characters.

Special Moves

The basic moves remain as is, as do most of the special moves from the book. While in Ptolus, some additional special moves are available.

Bolster

This special move remains the same, but with the addition/clarification that you may adjust a roll with preparation after the roll is made.

Outstanding Warrants

The trigger for this special move changes to "when you return to a neighborhood or establishment in which you have caused trouble before".

Talk to the Press

When you conduct an interview with the press, say what you are trying to accomplish with the interview and roll+CHA. On a 12+, the resulting article conveys what you intended to convey. On a 10+, the article mostly matches what you wanted, but choose one. On a 7–9, the article is close to what you wanted, but you choose one and the GM chooses one.

  • The story slants heavily toward the paper's bias.
  • You are significantly misquoted.
  • The author embellishes details far beyond reality.
  • You are also made to appear to be supporting or opposing something not actually covered in the interview.

Cast From a Wand

When you release a spell from a wand, roll+DEX. Take −2 if you lack spell casting ability. Take +1 if the spell is from your schools, spheres or repertoire, or you are otherwise familiar with casting it. Take −1 if the level of the spell equals your level. Take −2 if the level of the spell exceeds your level. On a 10+, the spell is cast. On a 7–9, the spell is cast, but choose one:

  • The wand cannot be used again for a day.
  • The spell generates feedback. You take 1d6 damage.
  • You draw unwelcome attention or put yourself in a spot. The GM will tell you how.

On a miss, the wand likely loses its magic, becoming a glorified stick.

Copy a Spell

When you copy a spell in a school you know from one spellbook into your own, roll+INT. On a 10+, the spell is copied perfectly. On a 7–9, the spell is copied, but the GM chooses one:

  • You stumble over a booby-trap in the original. You gain a random debility.
  • You introduce a flaw into your copy, which you will not notice until you first cast the spell (at which point, you can correct the book). Take −3 forward to casting this spell.
  • You run out of room in your spellbook, and must carry an additional book to hold this spell.
  • The spell vanishes from the original spellbook.
  • The act of copying the spell causes it to go off, affecting a random target.

On a miss, the original spellbook suffers some kind of calamity, ruining its contents.

Activate Chaositech

When you activate a chaositech device, roll+nothing. On a 10+, the device works and you take +2 forward using the device. On a 7–9, the device works, but choose one. On a 3–6, the device doesn't work, and the GM chooses one. On a 2−, the device may seriously malfunction, you might gain a mutation, become vulnerable to the influence of chaos, or some other malady, the GM will tell you which.

  • Afterwords, the device is drained of power.
  • Roll 1d6. On a 1–2, the device overloads, melts down, or explodes, dealing 1d10 damage to you.
  • Roll 1d6. On a 1–3, you gain a random debility.

Factions & Faction Moves

While Ptolus, as written, contains factions and politics and such, it still remains largely about dungeon-delving, with the factions probably influencing the hows and whys of such exploration. And, while you could set a game entirely about political intrigue in Ptolus, that game wouldn't be Dungeon World, which is significantly more focused on dungeon-delving than politics. Even importing more political tech from other Powered-by-Apocalypse games (such as replacing Bonds with Strings from Monsterhearts) strays too far. So, how to mine the rich factions and politics of the setting in a way that plays to Dungeon World's strengths? We went with adding "faction moves" to the game.

If you get involved with some faction within the city, the GM may decide to represent your membership in or associate with that faction with a faction move reflecting the advantages and costs of dealing with that faction. The term "faction" casts an intentionally wide net, and might represent a particular guild, noble house, political affiliation, neighborhood, organization, society, or even race. Generally, faction moves involve a roll that exchanges possible obligation or other cost for assistance, information, matériel, bonuses or some other advantage. Most such moves will be tailored to the character. Some might be available to any character willing to pay membership dues. Joining some factions may be so involved that doing so opens up a new specialization rather than supplying faction moves. Some example factions and associated moves:

Delver's Guild

Anyone who willing to pay dues may join the Delver's Guild (Ptolus, pg. 108–110) as an Associate Guildsman or Guildsman. The latter gain the following move:

Delver's Guildsman

When you research an expedition under the city in the Delver's Guild maproom, roll+INT. On a 10+, hold 3. On a 7–9, hold 2, but other guildsmen get wind of your expedition. On a miss, hold 1, but some of the information you find will turn out to be dangerously misleading (the GM will tell you when). Spend hold while on the expedition to choose one of the following:

  • Take +1 to spout lore, discern realities or undertake a perilous journey.
  • Recognize a landmark when lost.
  • Find a guild waystation.

Inverted Pyramid

Membership in the inverted Pyramid is a path to personal arcane power. As such, it is more appropriately represented by a custom specialty/compendium class (see below). On the other hand, anyone who can gain access to the Inverted Pyramid's library may use this move:

An Unparalleled Collection

When you spout lore about the workings of arcane magic within the library in the Inverted Pyramid, take +3. On a 12+, the GM will also tell you something tangential but of use to an ally that you happen across.

Order of Iron Might

Members of this martial order who stand out from the ranks as particularly reliable, brave or otherwise notable may gain the following move:

Bonds of Iron Might

When you recruit from the Order of the Iron Might, you have a useful reputation and treat any miss as if you had rolled a 7–9 instead. Any recruits you gain have at least loyalty +1 and warrior +2. In addition, you take +2 loyalty forward.

Noble Houses

Faction moves for noble houses work better when tailored to the character and their relationship to their family. Some examples:

Adopted Black Sheep

When you manipulate a family member, roll+INT. On a 10+, choose two. On a 7–9, you choose one and the GM chooses one:

  • Your family gives you coin.
  • You extract a favor from the family.
  • You or one of your family is tarnished in the tabloids.
  • The family extracts a favor from you.

All in the Family

When you discern realities about House Erthuo or its members, take +2 and add the following choices to the list of available questions:

  • If the public knew about this, how would they react?
  • If the press knew about this, how would it be reported?

Contrarian

When you oppose your family's neutral political stance, take +2 forward to parley with a family member.

Districts

While it would be possible to create Ptolus as a steading, the city is so large that it would have nearly every tag. In addition, since nearly all play in a Ptolus game happens within the city, steading moves don't work as well if you are always inside one (moves often trigger upon entering a steading). Instead, treat each district of the city as it is own steading. When you do this, tags for defenses have to change meaning a little. While the city can easily call on 3,500+ soldiers for defense (not to mention the Commissar's guns), it is more likely to matter in a game what level of law enforcement can be expected. In the steadings that follow, consider the defense tag to measure the presence and effectiveness of the city watch against crime and unrest.

Similarly, the prosperity tag changes to reflect the standard of living and economic class of the residents, rather than the commerce-centric definitions given in the book. For example, the noble district is given the rich tag, even though almost no commerce or labor happens in that district. The Ptolus book should tell you everything you want to know about commerce within a given district.

Lastly, you can pretty much assume the history and personage tags for all of these districts. They will not be listed. District tags are as follows:

  • The Docks: poor, steady, guard, exotic (slaves)
  • Guildsman District: poor, shrinking, watch, guild (all varieties), craft (metalwork), resource (most raw materials), trade (North Market, South Market), religion (Iron God)
  • Midtown: middle, steady, guard, safe, exotic (magic items), resource (fish)
  • Necropolis: dirt, exodus, militia, lawless, power (death, infernal)
  • Noble's Quarter: rich, steady, garrison, safe, divine (Lothian), exotic (luxury goods), power (political), power (divine)
  • North Market: moderate, steady, guard, trade (outside farms), resource (food), market
  • Oldtown: weathly, steady, garrison, power (Imperial, arcane, celestial), safe, guild (martial), arcane
  • Rivergate District: moderate, growing, guard, safe, exotic (drugs)
  • South Market: moderate, growing, guard, safe, market, resource (commodities, craftwork), exotic (bloodsports, books, spices, perfume)
  • Tent CIty: low, growing, none, lawless
  • Temple District: moderate, growing, guard, religion (most)
  • Warrens: dirt, growing, none, lawless, power (organized crime)

Location Moves

Purpose and flavor can be added to various locations by making moves available will in a specific location. Some examples:

Blessing of Engelan

When you abandon concerns about the past and future at the Temple of Engelan, take 1 preparation. If you do not use that preparation by the end of the day, loose all preparation.

Blessings of the Lady

When you ask the Lady to watch over you in one of her shrines, for the rest of the day, any time the two dice in a roll match, add +1d6 to the roll, then subtract -1d4 from the roll.

Blessings of Lothian

When you ask Lothian, in a temple dedicated to him, to bless and guide your future endeavors, hold 1. Hold an additional 1 for every 50 coin worth of sacrifice or donation made as part of your prayers (max total hold of five). Spend hold one-for-one to do the following:

  • Deal an additional +1d6 damage when dealing damage to an arcane, undead or demonic foe.
  • Make an object you hold project a warm yellow light that functions as sunlight does for a few minutes.
  • Shake your mind clear of an enchantment from an arcane, undead or demonic source.
  • Take +2 armor forward.

Delver's Square

When you recruit in Delver's Square for a subterranean expedition, take +2. On a 12+, you find ideal candidates. The GM will tell you how many points for skills the hirelings you find have, but you decide how they are distributed. If both you and the hireling are members of the Delver's Guild (which, let's face it, you are) take +1 loyalty forward.

Dockmaster's Tower

When you pay a suitable bribe to the dockmaster, roll+CHA. On a 10+, the dockmaster cooperates fully, then forgets all about it. On a 7–9, the dockmaster cooperates fully, but later sells information about your activity to interested parties.

Observatory of the Watcher of the Skies

When you pay homage to the Watcher of the Skies on a clear day and peer through the temple's telescope, you see the future of some person, place, object or institution written in the stars. Roll+WIS. On a 10+, the GM will tell you three things from the list below. On a 7–9, only two. On a miss, the GM will tell you one anyway, but also something else that is not true (though you will have to discover which is which).

  • The identity of the subject of the prophecy.
  • The nature of a danger that threatens the subject or that the subject is part of.
  • What may prevent this danger before it happens.
  • What may avert this danger after it happens.
  • One grim portent, related to the subject, that is yet to occur.
  • One stakes question related to the subject.

Shade Tower

When you discern realities on Ridge Road in Oldtown on a bright, moonlit night, on a hit, in addition to whatever else happens, you locate the shadow of the Shade Tower. You may use this shadow as a "place of power" to make a Ritual move to transport you and allies within the Tower.

Shard Tap

When you cast a spell in proximity of the large crystal shard central to Castle Shard, on a 10+ the spell cannot be countered or dispelled by normal means. On a 7–9, the following choice may be selected instead of your usual choices:

  • The magic of the shard powers the spell, but you draw the attention of the shard and its masters, for better or worse.

The Spire

Other Situational Moves

Some other setting-specific moves can also be added when useful, such as:

Dragonscales

Gambling

Specialties

The following are some additional specialties for use with the Class Warfare character creation concept. Most of these exist to better match some d20 or Pathfinder concepts.

Alchemist

Alchemists mix strange reagents to alter their forms and blow stuff up. This specialty is a loose approximation of the parts of Pathfinder's alchemist class that ever saw play at our table.

Chaositechnician

A chaositechnician aims to harness the power of chaositech, at great personal risk.

Dragon Heir

The blood of a dragon courses through the veins of a dragon heir, gifting the character with innate magical ability and some of the traits of their sire. We added this to handle Pathfinder's draconic sorcerer bloodline, but breaking it into a specialty makes more open ended than just for sorcerers.

Hierophant

A hierophant forms the basis of characters who can cast both arcane and divine magic. These are a type of Vancian caster that can use spheres of influence as well as schools of magic, though limited to casting spells below their own level.

Inverted Magus

Characters invited into the Inverted Pyramid and who successfully complete their rites of initiation gain access to the inverted magus specialty.

Knight of the Pale

Characters allowed to join the Knights of the Pale gain access to the pale knight specialty.

Spontaneous Caster

A spontaneous caster connects to magic on an intimate, personal level, naturally manifesting spell-casting ability. This specialty exists to match d20-style sorcerers and other spontaneous casters, casting a more limited selection of spells, more often.

Monsters

Ratmen

horde, small, stealthy, cautious, intelligent, organized
Sword (close, d6 damage), 3 HP, 1 Armor

The government offers a bounty on these degenerate, conniving, repulsive rats that walk upright and use tools. They eat almost anything organic but, though ferocious when cornered, are cowardly otherwise and avoid fights in which they lack a clear upper hand. Ratmen revere disease but fear light and dislike fire. Instinct: to scavenge

  • Bum rush
  • Disappear into the garbage
  • Spread disease and filth

Albino Ratmen

solitary, stealthy, cautious, intelligent, organized
Pistol (near, d10 damage), 12 HP, 2 armor

Albino ratmen always lead their groups (though not all ratmen leaders are albino), blessed with both greater intelligence and ambition. Favored among their own kind, they also carry the best gear. Instinct: to revel in the misery of others

  • Stir the nest to fight
  • Infect with a bite
  • Use other ratmen as shields

Ratbrute

solitary, large, intelligent, organized
Greatsword (close, reach, d10+1 damage), 14 HP, 3 armor

Albino ratmen always lead their groups (though not all ratmen leaders are albino), blessed with both greater intelligence and ambition. Favored among their own kind, they also carry the best gear. Instinct: to ruin

  • Rip something apart
  • Infect with a bite
  • Defend the nest

Rhodintor

group, intelligent, magical
Battleaxe (close, d8 damage), 12 HP, 3 armor

As creations of the Galchutt, rhodintor are not true demons, though they are every bit as devious and brutal. Instinct: to further the goals of chaos

  • Electrocute
  • Dispel magic
  • Operate chaositech