Is there any template or guidelines for creating ApW Moves? In particular for Dungeon World style games? Fate has a nifty thing along this line — they have MadLib style stunt creation templates. Anything resembling this in the ApW world? Or anyone want to take a stab at making such a thing?
Because I [describe some way that you are exceptional, have a cool bit of gear, or are otherwise awesome], I get a +2 when I [pick an Approach] [pick one: attack, defend, create advantages, overcome] when [describe a circumstance].
and
Because I [describe some way that you are exceptional, have a cool bit of gear, or are otherwise awesome], once per game session I can [describe something cool you can do].”
There is a whole chapter about this in Apocalypse World. Advanced Fuckery.
Some more advice in the Dungeon World Guide.
Also this:
https://docs.google.com/document/d/186wrYw_v-3CZE2Oy7qbf3x1z4ANIKsV2s_1EFgstrOQ/edit?usp=sharing
(but it is more based on my opinion then general consent)
Ah! I will take a look at those — thanks!
anything specific you are trying to do?
You can also read this:
http://lumpley.com/index.php/anyway/thread/672
and this
http://mightyatom.blogspot.de/2010/10/apocalypse-world-crossing-line.html
And listen to the moves discussion roundtable with Pete Figtree
Tim Franzke I’d like to create a customized ApW game mostly modelled off DungeonWorld where you have Hit Points and for damage use a 1d6 for damage (1d6-1 for daggers, 1d6 for long swords, 1d6+1 for a two handed sword, etc.). Given the math on this, in moves, I’m wondering what sort of bonuses to damage or to future Moves I should be awarding at the 6- and 7-9 and 10+ levels. It looks like DungeonWorld usually uses a “+1 Forward” bonus, and I don’t often see +2. So my biggest question is, is there some math (assuming a DungeonWorld setting) to this. DW said you can do a ‘+1’ or ‘+2’ or more, but I didn’t know when you might have bonuses forward that are greater than a +1.
Don’t do +2. Use +1s sparingly. More next week.