Automatic character sheet

Automatic character sheet

Automatic character sheet

Hey, made a character sheet in Google Spreadsheets, it auto-calculates ratings, has all the histories, moves, tags, everything. You can add tags on the Tags worksheet, see moves in the Moves sheet, histories on the Histories worksheet.

Everything is commented, you just have to select your moves, baseline ratings, histories on the corresponding hunter worksheet.

Ratings are auto calculated based on your improvements (bottom left on the sheets), moves, and baseline ratings, this way you can have everything your character uses on one place, and read all the moves in one place.

Just make a copy of the spreadsheet:

https://docs.google.com/spreadsheets/d/1uWL48KctZubj_IletZg7mwZKWMlNYfUR-ACN0l77UZc/edit?usp=sharing

So, my weekly group is going to try to play MotW!

So, my weekly group is going to try to play MotW!

So, my weekly group is going to try to play MotW!

However, we only have a 2-hour slot in which to play, and we don’t really want to carry a mystery over from week to week (one player is unavailable half the time, and another has unreliable transportation).

Anyone have any experience running this in a condensed timeframe? Have any suggestions for doing so?

Does anyone know of any online and/or form fillable MotW Revised playbooks? Or a blank generic version?

Does anyone know of any online and/or form fillable MotW Revised playbooks? Or a blank generic version?

Does anyone know of any online and/or form fillable MotW Revised playbooks? Or a blank generic version?

Use of Use Magic at the table

Use of Use Magic at the table

Use of Use Magic at the table 

The Keeper may say that…

When and how do you use these options? All the time? Depending on who is doing magic? 

It seems like at least 2 of the options can be “no you can’t do that right now” and that doesn’t sound like fun. What if my character doesn’t bring a weird book or weird materials with them everywhere they go? Then I am saying what I want to do and the GM can just look at me and say “you will require weird materials. You have any? No? Mh. Seems like you must do something else then”. 

Reading that makes me not want to use that move as much. With Big Magic that is totally fine. You tell everyone what you want to do and the GM tells you what you will need. The move sets in when you plan out the Big Spell. 

Use Magic feels and looks much more like spontaneous magic but getting requirements you simply can’t fulfill right now breaks this hard. 

Because of that you can’t really say “I will start the Summoning Spell of Yehavis to call forth a Gremlin to mess up his plane”. You need to say “I would like to cast that spell, can I?”. 

Am I right? 

I am working on a Mystery about a werewolf following the song “Werewolves of London” He killed several people in…

I am working on a Mystery about a werewolf following the song “Werewolves of London” He killed several people in…

I am working on a Mystery about a werewolf following the song “Werewolves of London” He killed several people in Kent a few weeks ago, and again at a Chinese restaurant in Soho, etc. They will have to go over the song lyrics to figure out where it will strike next.

I ran a blues inspired scenario twice at #Dreamation  last week and since folks were clamoring for more, I’m…

I ran a blues inspired scenario twice at #Dreamation  last week and since folks were clamoring for more, I’m…

I ran a blues inspired scenario twice at #Dreamation  last week and since folks were clamoring for more, I’m looking to build it out a bit. As such, I’m looking for some feedback on a custom move:

When you lose something precious to you and it is your own damn fault, roll + cool. On 10+, Choose 3. 7-9, Choose 1.

– You don’t take -1 Ongoing until you give it up for good

– Something else comes your way

– You’ll get it back some day

– Gain 1 Luck

Related question: would there be precedent for Dungeon World-style compendium classes for Monster of the Week?

After some great one shot games with some really interesting hunters I was thinking about to introduce some rules…

After some great one shot games with some really interesting hunters I was thinking about to introduce some rules…

After some great one shot games with some really interesting hunters I was thinking about to introduce some rules for One-Shot-Hunters and would like to hear a few opinions 🙂

One Shot Hunter

Start with 3 Luck Points and 1 free advancement.

You can mark off one or two Luck Points for an additional advancement each.

The first free advancement allows for a great diversity of characters and the trade off simulates the “natural” arc of each hunters luck decreasement. Every Hunter should start with at least one Luck Point to make very hard decisions in play. Do I use my last Luck Point and give myself as a doomed plaything of destiny?

How is this move supposed to work?

How is this move supposed to work?

How is this move supposed to work?

Haunches

When something bad is happening (or just about to happen) somewhere that you aren’t, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there late—in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself.

How does this work in game? 

By a strict reading this move will trigger constantly. There is ALWAYS something bad happening somewhere. When a bomb is about to explode in Johanesburg and I roll a 10+, am I there? 

So clearly that can’t be it. It must be somewhere you could be reaching in feasible time (you are the Spooky however, so magic…?). How do you know that something bad is happening though? Does it need to be on camera? Do I just have to wait for the Keeper to decide that something bad is happening now? So this move would be completely in the hands of the Keeper to just put a character somewhere if they want to? 

That doesn’t sound fun to me. 

How have you used this move in the past? 

On a related note, how many Luck boxes would you give players in a one-shot?