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From The Sprawl:

  • Driver playbook: Hot Shit Driver, generates hold you can spend to outrun pursuers, avoid explosions, or keep your ride safe. What a move, I love when the crew hits the getaway and everyone looks at the driver and just starts praying that they get a good roll on this. 
  • Hacker playbook: Console Cowboy, generates hold when you start hacking. Much like Hot Shit Driver, the results of this move pretty much sums up how a run is gong to go. The one-two punch of this move when you Compromise Security or Manipulate Systems feels so good when you roll well, and makes everything get real tense real fast if you don't. 

From Dungeon World:

  • Barbarian: Outsider, a racial ability that lets you define where your character came from as you play. This move is why the Barbarian is one of my favourite DW playbooks. That slow trickle of information about what they left behind is a great way to start each session.

From both Dungeon World & The Sprawl:

  • Fighter/Killer: Signature Weaponyou get a cool weapon that is better than everyone else's. I love that this move creates space at the table for everyone to listen as the player describes their awesome sword/gun/whatever. Also as a GM I love this move because it draws attention to something that I can threaten to take away.