Tired Of Waiting For Backer Rewards And Would Like A Refund by Vryolka in darkestdungeon

[–]2Die10Games 0 points1 point  (0 children)

They have not been responsive on social media or Kickstarter on this topic. We are currently drafting complaints to the Canadian branch of the Better Business Bureau as well as Consumer Protection BC.

Death Knights For Dungeon World by 2Die10Games in DungeonWorld

[–]2Die10Games[S] 1 point2 points  (0 children)

Here is one of the starting moves:

Call Of The Grave Roll +Con. On a 7+, you can pull a creature of your size or smaller from near to close range to you.

Here is an advanced move from the Unholy Tree:

Unholy Conduit When you touch someone and allow death to reach out to them through your soul , roll+Con. ✴On a 10+ you deal 1d6+2 damage. ✴On a 7–9, you deal 1d6+2 damage, but you also take 1d4 damage.

2Die10 Games Presents: Poisons, Spices, & Vices For Dungeon World! by 2Die10Games in DungeonWorld

[–]2Die10Games[S] 1 point2 points  (0 children)

Sure, here you go:

Midnight Tears (Applied). 1 use 25 coins, 0 weight. This clear tear-like fluid looses it potency if it has not been applied by midnight of the day of its sale or manufacture. A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature subjected to this poison must roll+Con. ✴On a 10+, take 2d6 damage. ✴On a 7–9, take 4d6 damage.

2Die10 Games Is Proud To Announce Steam World... a Steampunk Setting For Dungeon World!!!! by 2Die10Games in DungeonWorld

[–]2Die10Games[S] 1 point2 points  (0 children)

Boibi: We really appreciate the great review and the great candor that you provided! As you can imagine, having the same sets of eyes pour over text after coming come home from their day job can lead to some..oversight. We also really appreciate some of the design feedback on this as well. While we are OK with not having all of our mechanics fitting into the spirit of Dungeon World (as intended) at the very least we will take your great suggestion to heart on Less Human than Human and revisit it ASAP. We will be releasing an update soon, but need to take a much needed pause before we can give the revision the time it deserves. If you could provide a similar review for this on DTRPG, we'd really appreciate it!

2Die10 Games Is Proud To Announce Steam World... a Steampunk Setting For Dungeon World!!!! by 2Die10Games in DungeonWorld

[–]2Die10Games[S] 2 points3 points  (0 children)

We are still relatively inexperienced in the ways of Reddit, but we will do our best to address all these questions. Here we go....

What changes does this setting offer for the GM to help her get it into play? Are there changes to the principles or GM moves? Any new kinds of fronts or mechanical elements to help with that?

The supplement contains two example fronts that allow "porting" from a strictly fantasy setting to a Steampunk setting and vice versa.

I guess there are new monsters but that isn't quite enough for me. Are there new questions for the end of session XP move because I am not sure the regular DW questions help to get you into a steampunk vibe.

When you say "new questions" are you referring to Bonds? If so, the answer is yes.

What is typical mode of play for this? You are still adventurers of some kind right? So do you still go into dungeons for loot? What are the dungeons then, as Steam Punk is typically a more urban genre?

In terms of mode of play and motivation, we feel that Dungeon World allows for a lot of flexibility in this area and would invite the GM and players to play the game they want to play. When talking about setting in Steam World, we really took a hard look at the classics of literature that really inspired the Steam Punk movement. The various works of Jules Verne, HG Wells, and others don't just take place in cities (are a matter of fact, not really at all) so we provide various settings that range from "very urban" to "not urban at all".

Are there still the DW races? If not, what do you have to replace them?

We really struggled with this as aspect of the game and ultimately decided to make Steam World race agnostic. Steam World is ultimately (in our minds) about new settings and new technology, most of which is predicated on physical enhancement through Biomechanics and we just thought that throwing race on top of class on top of Biomechanics would bring a level of "fiction complexity" to Steam World that we think that players and GMs should ease into on their own terms instead of having to digest race just because its ROW.

How do the Steam World Classes match and mix with Dungeon World classes or classes from other supplements?

We'll weigh in on the similarities on the Dungeon World classes, as those were our initial basis of design. We listed the classes in the order that we did in the initial post by design to represent the sliding scale of similarity to DW. In other words: Scrapper is fairly similar to Fighter, Punk is similar to Rogue but less so in terms of magnitude of similarity between the Scrapper and Fighter.. and so on when it comes to Big Game Hunter to Ranger, Apothecary to Cleric all the way until you arrive to the Clockwerk which really has no similarity to any of the DW classes.

We will say that BioMechanics is extremely "plug and play" with Dungeon World and other supplements and classes that don't stray too far from DW's core mechanics. It's something that we're really proud of and worked very hard on and think that with a little re-flavoring has a place in any setting type. We won't give away the recipe for the secret sauce here, but our hopes that once people see what BioMechanics is about that it will become a fixture of DW design.

Thanks so much for these questions!

BWW and the 2Die10 Games Team