Posts tagged ‘Class Warfare’

January 27, 2017

Class Warfare Condensed

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After trying out Lulu’s dustjacket hardcover format for The Nightmares Underneath, I went back and tried it with Class Warfare. In doing so, I also ended up completely re-working the layout of the book, and the result is Class Warfare Condensed, a much better and more compact version that squeezes the same book into a mere 330 pages. The text is slightly smaller and there is less white space, and the book lies flat on the table, for ease of reference.

The digital files at DriveThruRPG have already been updated, so if you’ve bought the pdf already, you will be able to download the condensed version (inside the Class Warfare zip file) from your library. If you haven’t bought it already, but do so in the future, you will receive both versions of the pdf.

The print version of Class Warfare Condensed is available via Lulu, for US$30.

February 15, 2015

Druid Specialties for Class Warfare

I didn’t break down the Druid into specialties for Class Warfare because when I wrote that book I didn’t really see how to do it well. I had already figured out the first step, which was realizing that there are only two archetypes to the Druid: a shapechanger and a nature person. The Mechanic class from Inverse World gave me the idea to allow character classes made of 2 specialties, with an advanced move from one of them as an additional starting move. But even then, the Druid has a whole bunch of powers clustered around shapechanging. Spirit Tongue is underpowered compared to the Ranger’s Wild Empathy, while Born of the Soil and Shapeshifter seem inseparable. But if we consider most of these to be half-strength moves, we can bump each of them up a bit and build a specialty based on Shapechanging with the other aspects of it as advanced moves.

Like so:

Druid Specialty #1: Shapeshifter

Starting move is the Druid’s Shapeshifter, but use this rule instead of Born of the Soil:
Choose 3 monster moves and distribute them between 1-3 other forms that you can assume through shapechanging. You can only assume these 1-3 other forms, and you can only spend your hold on the move or moves you have assigned to that specific form.

Example: Dracula can turn into a bat and use the move Fly Away, or he can turn into a wolf and use the moves Track Prey by Scent and Bite the Shit Out of a Foe. Dracula’s other starting moves are probably blood drain and hypnotize.

Advanced Moves levels 2-5:

Born of the Soil, but with this caveat:
Choose a category of creature, and you can assume any form in that category, but the GM assigns that form’s moves. You could also select a category other than “land type,” the same as taking Thing-Talker or World-Talker. And maybe you can take this move more than once, as with The Druid Sleep. The actual categories can be anything, and should probably be based on the campaign setting.

Studied Essence
Add the form of any spirit you contemplate (not just animals). If you can observe a creature or spirit or a spirit teaches you its form, you can transform into that type of creature or spirit.

plus:
Formcrafter
Red of Tooth and Claw
Shed
Thing-Talker

Advanced Moves levels 6-10:
Blood and Thunder
Chimera
Doppelaganger’s Dance
The Druid Sleep
Embracing No Form
Formshifter
World-Talker

As you can see, this is one big-ass specialty, with tons of moves. But I think it balances against the other specialties in Class Warfare okay.

The specialty left over after shapechanging is removed from the Druid is not quite as coherent though:

Druid Specialty #2: Nature Hippy

Either one of these as your starting move
1. By Nature Sustained, the Druid starting move.

2. Wild Empathy (the Ranger move).
(This is basically halved for Druid starting moves, since you can only speak to animals you can change into).

Advanced Moves levels 2-5:
Balance
Barkskin
Communion of Whispers
Elemental Mastery
Eyes of the Tiger

Advanced Moves levels 6-10:
Weather Weaver

This one either needs more moves to fill it out, or we should just redistribute these moves to other specialties. Which is basically what I did. These moves are all in Class Warfare, though I think Barkskin only appears as a Dwarven racial move.

So anyway, this breakdown of the Druid also proposes an interesting way to make classes. Take more than three moves, but reduce the effectiveness of each of them and group them around a theme. It won’t feel like a disparate collection of different abilities if they are arranged around a theme, and by putting greater limits on them, the class won’t be overpowered compared to others or steal spotlight time away from them.

November 5, 2014

Using Class Warfare to make commercial products

The entire text of Class Warfare is released under a Creative Commons Attribution Share-Alike International 4.0 license. That means you are free to take that text, reprint it, redesign it, and use it in your own products, with a few caveats:

1. First, because it is an Attribution license, you must give credit to the original author. In some cases, that’s me, but in other cases, it’s not. I’ve tried to be meticulous about where I’ve used the text of other peoples’ works, so you can look up the originals yourself. Some of these moves I’ve used verbatim, some I have partially rewritten (although it should be noted that in places where I have borrowed an idea and written a new move completely, or used no original language, I have not indicated the source of the idea, since it is the unique expression of an idea that is subject to copyright). So, it is possible that this could become complicated! I am not a lawyer and I don’t know the exact, proper, legal way to do this, but this is my reading of the license:
1a) If the material is from Class Warfare and no additional author is given, credit the material to me (Johnstone Metzger) and say it’s from Class Warfare.
1b) If the material is from Class Warfare but has been reprinted verbatim, you do not need to credit me, you can credit the original author only.
1c) If the material was rewritten for Class Warfare but has another author, you must credit the material to both them and me, if you borrow it verbatim.

The 4.0 license asks for a link to the original source, but I don’t think that’s really necessary, since the text isn’t available for free online or anything (so what would you be linking to?). To be honest, I’m just using the cc-by-sa license because I want people to share what they make if it’s based on my work, and I’m not usually this super-meticulous about which moves come from where, either. Most of the time I just say portions of the text come from Dungeon World and leave it at that.

So, if you are worried about getting it wrong, don’t be. People releasing their work under a Creative Commons license do so because they want other people to use it, build on it, change it up, or take it in a totally different direction, the main deal here is credit where credit is due—so please, at the very least, just try and credit all the people you borrow from, and if you get it a bit wrong, it’s not the end of the world.

2. As mentioned above, because it’s a ShareAlike license, if you use this material in your own work, you must release that work under a Creative Commons Attribution ShareAlike license, so that others can use what you have created. Basically, it’s a way to enforce that spirit of mutualism that we have going with Dungeon World products so far. You can also use a Creative Commons Attribution NonCommercial ShareAlike license instead, if you like. And listen, if you have any problems with the 4.0 license specifically, get in touch and maybe we can work something out.

3. I haven’t used a NonCommercial license, though, and nobody I’ve borrowed from has either. That means you can sell the work you create which uses this material and you don’t have to give a single dime to the people you borrowed from. That’s right! Just give credit where it’s due and you get to keep all the cash.

One thing to note, however, and this is a matter of etiquette and manners, not the legalities of the license: I don’t think it’s cool to reprint entire sections of somebody else’s work unless they’ve already released it for free, or they give you permission. For example, I made Truncheon World primarily for myself, and didn’t offer print copies for sale until I got permission from Sage and Adam. Everything in that book (except a few things I added myself) was and is freely available, for no charge (and the stuff I added is free now, too). But I wouldn’t do the same thing with a book that didn’t have a free version, and I would probably look down on somebody who did. Re-using stuff is cool, but put your own spin on it! You should be making a new thing out of old things, not just repackaging old things so they look new. That’s just my opinion, though, I can’t speak for anybody else. Even so, I made Class Warfare because I want you to use it, and to create your own things. I’m just over here trying to make things that will help you have fun (and hopefully make enough money in the process so that I can keep doing that), so you can help other people have fun too.

EDIT: Also, one other clarification I should make, I guess. The TEXT of Class Warfare is released under a creative commons license, not the pdf itself. If you want to copy the entire text and do whatever with it, be my guest. Redoing the layout’s a pain and a half (I know because I did that for Truncheon World), but if you want to, knock yourself out! If you want to share the pdf with your group so you can all make characters, great, that’s your call and not really my business. But if I find the pdf uploaded to a file sharing site, that’s not covered by the creative commons license, and I’m going to send them a take down order, simple as that.

October 14, 2014

Class Warfare

Alternate Character and Class Creation Rules for Dungeon World

CW_cover_image_loresWhat is Class Warfare?
Class Warfare is a rules supplement for the Dungeon World role-playing game that provides an alternate and expanded system of character creation. It can also be used to create new character classes, just like those provided in the original rulebook. How Class Warfare does this is by breaking down the Dungeon World character class into smaller pieces—like specialties and archetypes—and showing you how they fit together.

PRINT+PDF FROM DRIVETHRURPG
CONDENSED HARDCOVER VERSION FROM LULU

UPDATE: Class Warfare Condensed is the same book with a new, compact layout. When you buy the pdf, you get both versions, and all previous purchasers can download the new file from their library. It is also available in a hardcover format from Lulu (see link above) that comes with a dustjacket and lies flat on the table.

See a preview of the Rogues section HERE.

Specialties
A specialty is a collection of special abilities that describe one facet of what makes a character’s interaction with the rules of the game unique. Think of it as a shtick, perhaps, or a set of skills, even. Each specialty is approximately one-third of a normal Dungeon World character or character class. The Ranger, for example, is an archer, a hunter, and someone who has an animal companion—three special abilities. In Class Warfare terms, each of those is a specialty.

Archetypes
Each specialty is categorized into one of five different groups, called archetypes. These are general character “types,” that include: adventurer, disciple, magician, rogue, and warrior. Your archetype helps determine your damage die and your maximum hit points, and puts a few limits on which specialties you can combine together.

Basically, it means that if you focus on combat-oriented specialties, you end up with high damage and high hit points, which makes fighting an attractive option for you to take. If you focus on magical powers, you’re much less good at delivering blows or shrugging them off, even just using the basic moves. This encourages you to use your magic and stay out of fights.

Building a Character
You create a starting character by choosing an archetype and two or three specialties. But specialties can also be used as compendium classes, so there are ways to learn new abilities outside your original character concept if you undertake certain quests or perform certain feats. You are not limited only to the choices you made during character creation.

Why did I make this book?
To get rich, of course! Ah hahaha! So funny. In all seriousness, with Class Warfare, I had three primary goals: to make something that would be useful for both myself and other people in creating characters and in writing new classes; to give enough options that it could be used on its own and not just as an example of a new system; and to make it good for at least a little bit more than just initial character creation.

1. A Useful System of Doing Things
I wanted to build a system that breaks down class creation into small but logical pieces. This allows for more nuanced customization of existing character classes, and also gives people a way to make something new and unique that can be used in a game right away, without them having to tackle an entire class all at one time.

Hopefully, this system also gives people some insight into how the classes in Dungeon World balance spotlight time, effectiveness, and the number of moves characters have in relation to each other. Dungeon World is often less transparent than its parent, Apocalypse World, is in this regard, but a lot of people are coming to Dungeon World first, without any reference to other games that are “Powered by the Apocalypse.” Lots of rules design and play discussions that would help new players and GMs are scattered across various forums and private conversations, and aren’t easily accessible to people who weren’t there at the time. If this books can distil some of that knowledge and communicate it, great!

2. A Vast Array of Options
As much as I wanted the system to be easy, I also wanted it to provide plenty of options. The basic Dungeon World classes are already easy to use—the problem is that you only have eight options to choose from! Each of the five archetypes in Class Warfare has between 14 and 21 specialties to choose from, and you can also take one specialty from outside of your archetype. This alone leads to hundreds or even thousands of interesting characters. And then you can always write your own specialties, or ignore my archetypes altogether and build new custom classes out of whichever three archetypes you like. It’s not like I can stop you!

3. Utility Beyond Just Character Creation
I also wanted to encourage people to use these specialties as compendium classes, adding them to existing characters in the middle of play, or using them to extend a character’s game-life beyond level 10. That’s why I included fiction circumstances with each one that would allow you to add it to your character later. It’s only a little thing, but hopefully you find it useful or even inspiring.

How Complete or Definitive is Class Warfare?
Not at all! Just because this book is already super-thick doesn’t mean there aren’t tons more things that could be added to it. Most of the character class material from Dungeon World is included in this book. There’s a bunch of stuff from extras that Sage and Adam have made and some of the compendium classes that were included as kickstarter bonuses—mostly stuff that is available for free, just like Dungeon World itself is. There’s a good deal of my own previous material, including material from Ghostwood Haunts, Island of Fire Mountain, and Lair of the Unknown. Of course, it’s presented in a different format here, just like the material from Dungeon World.

I’ve also included a few moves from other third-party creators—but not a lot. If you want, sometime, I can tell you how I think the classes from Inverse World or Grim World break down into specialties and how you can use them with Class Warfare. But that material isn’t in this book, even though it’s creative commons. You should get it from the people who created it, not from me!

Also, I didn’t want to stray too far from core Dungeon World concepts. It’s true that many people get bored by the “D&D fantasy” genre, and you see new classes that feature drives and backgrounds, freeform spellcasting, or bonds with NPCs. But I wanted to stick to using alignments, Vancian spellcasting, and the four traditional fantasy races. Ultimately, with this book I’m just trying to add more options to the Dungeon World rules, not redefine how the game works. I can do that with other books, yet to be written. After all, this book isn’t supposed to be complete or definitive. Class Warfare is not a destination, it’s a departure point.

Class Warfare by the numbers:
670 starting moves and advanced moves, 227 race moves, 167 spells, 94 illustrations, 84 specialties, 3 different indexes.
$16 for the pdf via DriveThruRPG,
$28 for the print+pdf combo via DriveThruRPG (6×9, white pages, softcover, 526 pages),
$30 for the condensed layout in print from Lulu (6×9, cream-coloured pages, dustjacket, hardcover, 330 pages).

PRINT+PDF FROM DRIVETHRURPG
CONDENSED HARDCOVER VERSION FROM LULU

The pdf comes with a blank character sheet, but if you don’t like it, you should check out the sheet Brennen Reece made. If you like that one, also take a look at Brennen’s other Dungeon World character sheets.

There were some typos in the first version of the book! If you find one, please check the Errata List.