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james day

Hangouts Games  - 
So my players are having a bit of a break for a month and so I thought I might do some old fashoined dungeon crawling with DW.

So it will be 3 sessions each week, Friday around 7pm GMT time. Hopefully start this week.

Who would be interested?

Message me on Roll20 if you are:
Hey there all. My current game on Fridays is hitting a months break so I was thinking of doing a small 3 weekly sessions of dungeon crawling. Either with Dungeon World or Torchbearer Starting this Friday, probablyaround 7pm GMT. Need about 3-4 players.
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Harrison s

Discussion  - 
Hello everyone. I'm running a new dungeon world campaign, and it's been way longer than I'd like to admit since I've played some good old fashioned dungeon world. I'm looking through the game-mastering sections of the dungeon world book as well as a lot of the perilous wilds documents, and it's a lot to keep track of. I have agendas to aim towards, principles to follow, moves to make, fronts to advance, and that adds up to a lot of paper around me that I don't always look at.

If you could give me one piece of advice on running dungeon world, what would it be?
james day's profile photoAaron Steed's profile photo
I use a clip-board instead of a GM screen (I can lift up the top sheet for secrets) and I've started putting little post-its for things I want to remember for next session on my clipboard.

Eg: Remembering debilities, a custom move, agendas or principles I'm forgetting, etc.

This way I can improve my game a few steps at a time instead of trying to remember a bunch of stuff and forgetting it all at crunch time.
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Melissa Fisher

Discussion  - 
Moar art!
T'pual were originally bodiless psychic entities that inhabited another dimension. They were preyed upon by the thulid, who could sense and contain them to be later consumed. The Sundering mashed their plane into the rest, and thanks to the abundance of astral essence they were able to shape ...
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Mark Tygart

Adventures  - 
Dyson’s Dodecahedron
Great source of free RPG adventures (and maps).
I particularly liked the Frog Idol and Goblin Gully adventures.
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Mark Tygart

Discussion  - has an interesting list of the best new "old school adventures".

What is your current "new old school favorite"?

I have very fond childhood memories of the Holmes D&D Blue Book Zenopus Tower dungeon, Barrier Peaks (starship D&D)and in Search of the Unknown.
Chris Shorb's profile photoMark Tygart's profile photoIvan Vaghi's profile photo
+Chris Shorb True about Barrier, but I still love it warts and all. And you have to love the Underdark.
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Mark Tygart

Adventures  - 
Looking for free RPG adventures? The Dungeon of Signs Blog free PDF adventures page is worth checking out!
This page contains various PDF of adventure locales (and a few character sheets) that I've finished over the years and gotten into a form that I'm not especially ashamed for others to read. I don't have any real intention o...
Ivan Vaghi's profile photoDaniel Campos's profile photo
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James Wardle

Adventures  - 
So I'm starting a DW mercenary campaign on TaverKeeper, and I have made a starter inspired by the "Top of the Tower" starter.
Any criticisms?
The idea is that each player will select an answer for one question only.
Mark Tygart's profile photoJames Wardle's profile photoIvan Vaghi's profile photo
Thank you +Mark Tygart​, I'll check them out! My initial inspiration was James Barclay's 'Raven' series. 
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Dion Kurczek

Magic Items  - 
Soul Reaper Robe
This black and purple velvet robe is adorned with delicately stitched necromantic symbols. The inner lining is inscribed with the words, "to my dearest pupil." While wearing the robe, you can make a necrotic touch attack (range Hand) against a creature with a soul. If your attack kills the creature, the robe gains +1 Soul. The next time you roll Last Breath, roll +Soul instead of the flat 2d6. Additionally, all the souls in the robe are released into what lies beyond the Black Gate, and it reverts back to 0 Soul. 1 Weight

Mark Tygart's profile photoRobert Rendell's profile photoJohn Pants's profile photo
You should probably limit the amount of Soul the robe can hold... probably a maximum of 3?

Thinking about it, the souls you're harvesting would have gone to the Black Gate anyway when they died, so you're just delaying their journey slightly. At least, that's the way a good-aligned character can rationalise it to themselves...

Very nice item :)
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About this community

The place for talking about Dungeon World.

Matrix Forby

Actual Play  - 
Ok, I am having some interesting problems with the system.  I am running a hack for Shadowrun using the Dungeon World mindset.  When I was approching the game, I found 4 different versions of Shadowrun Hacks for DW.  Each had errors and were incomplete in some way, so I took what I thought was the best of them and tried to complete it, but that isn't my issue.
I have two players that have different issues with the game.
Player A had poor dice luck in the game and ended up failing the roll a good portion of the time.  He got 8 experience from one short game session on it due to rolling 6 or under.  One comment the player had was the he has trouble with a system that you fail 50% of the time: he considered it a failure when he got a 7-9 and I chose to exchange damage with him.  And when I can make a Move, he considered it a failure on his part.  It was hard to explain it to him, definitely used to tactical gaming.

Player B, had the opposite response.  He was playing a stealthy character that spent most of the session sneaking around and didn't fail at anything, hardly needed to make a role due to no opposition, it didn't trigger a Move.  So he ended up with just 2 xp in the game.  1 for my end of game and 1 for a single 6 that he got.

Fiction of the situation was a bunch of gangers busted into a store and started threatening people.  Nearly pure combat as they were just there to make havoc and rob the place and didn't mind killing anyone that got in the way.

Player A was a Mage that had poor Luck, Player B is an Adept that is sneaky and snuck around back and avoided most of the fight.

So here is the problem:  One Player is frustrated in his failure but sees anything I do in response on a 7-9 as a failure and the Other feels that he doesn't have opportunity to gain the experience points because what he was doing was not triggering Moves.  Jumping on a person that is completely unaware doesn't require a move.

An Odd mix of both spectrums.  I also needed to come up with more alternatives than Damage on a 7-9 in a firefight.  The bad guys want to control the situation and kill any opposition so I was doing damage more often, so they were exchanging damage a bunch.  So a bit of a failing there on my part.
Matrix Forby's profile photoAndrea Parducci's profile photo
Of course, if you put all the things together, I'd be really curious to read it :D

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Chris Wolf

Hangouts Games  - 
Anyone running a game for Roll20 Con? Seeing less love for DW than I hoped.
Andrew Fish's profile photoPhillip Wessels's profile photo
Yeah it's a bit weird that they chose a weekday for this.
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jan w

Discussion  - 
First time GM looking for some guidance/tips: I'm starting a game soon for some other noobs. I've been in games before, but never GM'd PbtA. I'm wondering, about DW in particular, how to talk about weapons/gear. By the book, I have the impression that there is no "+1 sword". Coming from a reference framework of videogames, I'm pre-empting my players are going to ask me "when do I get cool weapons?". How do you deal with that? What's the answer in the fiction? Do you create magic items for them? (non mechanical upgrades); or do you give them weapons with mechanical perks (+1's or new tags)? Thanks!
Rainforest Giant's profile photojan w's profile photo
jan w
THANKS to all of you for the extensive examples! So so valuable for me right now! I see how I can give them "something cool" in a way that affects narrative rather than stats. I know the rulebook spells it out like that too, but it just helps seeing examples put together like this. Just makes it click.
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Mark Tygart

New Monsters  - 
Wamp (Solitary, Large)
Bite (d10 damage 1 piercing) 16 HP
Special Qualities: Silent , Darksight, Immune to disease, Drains Blood
A giant spider with webbed feet and the face of a bat; the eyeless Wamp is a terrible predator that haunts ruined cities.

Survivors of Wamp bite must roll+CON.

10+ indicates the victim is immune to Wamp Fever; now and forever.

7-9 means the player has a mild case of Wamp Fever and must take -1 on all rolls until the group next makes camp. Character is now immune to Wamp Fever.

6 or less and the player falls into a coma until any form of magical healing is given. If untreated an immature wamp will emerge from the character in a few days. (Last Breath roll required; if survived player now immune to Wamp Fever)

Instinct: Drains blood silently

Always Silent
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Aaron Steed

Discussion  - 
Aid +2

Apocalypse World 2e uses Aid +2 instead of Aid +1. I think this is due to how difficult Aid / Interfere is to hit. Interfere is great for solving player disputes, but Aid gets tried once and I find it impossible to get players to engage with this rule when it's so hard to achieve and the reward sounds so meagre. I've had plenty of people argue the maths to me, but all the players I've had aren't strong on maths. They try Aid, in practice it's shit, so they never do it again. Bear in mind I'm not talking about a static group here, I get new players every week. No one likes Aid - I even spend 10 minutes explaining how important it is and they don't like it when they try it.

This leads to me doing what I call Turret-GMing. I turn to face each player and talk only to them, going around the table. This style is a bit stressful for me as I see players getting bored waiting to be aimed at.

I tried Aid +2 yesterday, and players experimented with Aid / Interfere more. People got involved in each other's turns. Mechanically, the +2 had no effect on the game - no one rolled a result where the extra 1 mattered. But the dynamic at the table was more positive. Teamwork was worth trying.

I'm going to maintain this house-rule for now, and see how it rides out. I may be wrong, and it may be a fault in my style. But I prefer play to be more of discussion where everyone feels they can contribute - this change does a lot to achieve that.

What are your thoughts on this?
Jeremy Strandberg's profile photoAaron Steed's profile photoDaniel Campos's profile photoJohn Pants's profile photo
Hey, so this option I've been trying has been based on the downloadable playsheets listing the wrong rules.

It says nothing about a bonus on 7-9, so I've ruled it that way. That typo has actually made my games a lot worse.

Not sure whether this +2 business is still relevant in light of that - will see next session.
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Actual Play  - 
Is anyone interested in a One Shot Tonight; Starting at 8;30 Eatern Time Zone. You will be playing as/Making a Samurai Class that is Level 7 and have a small army under your command. As you storm the Ghoul Queens Capital.
RidersOfRohan's profile photoEmmanuel Kanter's profile photo
Shit I would love to have a weekly hangouts game
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John Willson

Actual Play  - 
Favourite moment from our latest DW session: when the cleric (of Pelor) convinced the paladin (of Pelor) to break his oath to Pelor!

They had been battling a village-squashing titan, and not faring very well. The wizard had already been stomped on, picked up, and thrown over the next hill (spoiler: he lived), when the PCs noticed that the earth-bound titan's wings were badly hobbled by old bone-breaks that had never knit properly.

"I could fix your wings," offered the cleric.

The titan paused mid-stomp. "What?"

A parley ensued, in which the cleric convinced the titan that she really could heal his old wounds for good. The titan Hantlogoth agreed to stop hunting mortals, if she could really do it. "But if you fail, I'll kill you next."

"How are you going to heal his wings?" I asked.

"I... don't... know..." admitted the player, scanning her playbook. "Cure Light Wounds?"

Hantlagoth cracked his knuckles. The sound echoed off the hills like distant thunder.

"I can Lay On Hands," offered the paladin. "Says right here, 'remove one disease.' This counts, right?"

"A debility is like a disease," I reason. "Okay, it'll work, if you roll well. He's like a hundred times your size." The PCs get the titan to lay down, and are all set to perform a miracle when the paladin realizes something:

"Hold on, I just swore to Pelor that I would KILL this titan!" He had in fact invoked the advanced move Exterminatus just minutes ago. "I can't heal him now!"

"If you don't, he's going to squash us into jam!" the cleric stage-whispered.

Paladin, reading from his playbook: "When you speak aloud your promise to defeat an enemy, you deal +2d4 damage against that enemy and -4 damage against anyone else. This effect lasts until the enemy is defeated. If you fail to defeat the enemy or give up the fight, you can admit your failure, but the effect continues until you find a way to redeem yourself."

"What's the hold-up?" rumbled Hantlagoth.

A very interesting theological discussion ensued, in which the lives of the PCs and all the villagers were weighed against one hasty oath. The recently-ballistic wizard returned during this, spied this scene of healing and demanded "what the hell is going on??"

The cleric eventually prevailed, and the newly air-worthy titan kept his promise. Now we have a paladin who is firmly in the doghouse with his god, and is desperate for a chance to redeem himself.

Good times :)
John Willson's profile photoRobert Rendell's profile photoJohn Pants's profile photo
+James Etheridge I agree in general, but I was assuming (and +John Willson has confirmed) that the player was already going with the consequences of their Exterminus move, which says "If you fail to defeat the enemy or give up the fight, you can admit your failure, but the effect continues until you find a way to redeem yourself."

So, assuming that he's now suffering an ongoing -4 to damage against everything that isn't the titan and is looking for a way to redeem himself, I thought it would be neat if examining what it means to defeat an enemy could be worked into his redemption.

I wouldn't prescribe finding a holy man and experiencing that revelation as the only way he can find redemption, though... I'd ask the player something like "Has this happened to members of your order in the past? Is there a prescribed method of atonement?" If he decides that something like slaying a powerful evil creature in glorious personal combat while suffering the -4 is what he needs to do, then that's good too!
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Eric Lochstampfor

Actual Play  - 
Awesome Con Anyone?

Anyone in the US, Washington DC area going to Awesome Con next Weekend (June 3 -5)?

Looking to run a DW session.
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Matrix Forby

Actual Play  - 
I recently had a bit of difficulty with 6 players in a Shadowrun hack that I am working on. This also with 6+ players on keeping it flowing and providing some equal treatment for the players, so I developed this: (I welcome critique/refining)

Spotlight System for Dungeon World/ Shadow*World
This is a system that I am developing for larger games, generally over 4-5. Up to 8 should be able to use this system fine. I encountered a little difficulty in keeping things flowing and keeping track of who hasn't gone recently in a large group, basically 6 or more players. So I have come up with the Spotlight terminology. This requires a bit of set up:

Set up tools
· Center Stage Bowl: Large Bowl for holding the Token, this will be called the Center Stage Bowl. When the GM places a player on the spot they are taking center stage and must place their Spotlight Token in the Center Stage Bowl.
· Spotlight Token: This is a coin or token labeled Spotlight. Each player should have only 1. When the GM passes you the Center Stage Bowl and puts the player on the spot, he is center stage and must place his Spotlight Token in the bowl.
· Shared Spotlight Token: This is a secondary token that is given to the players. It is placed volentarily into the bowl when another player has the Center Stage Bowl.

Process of the Game
1. The Game Master describes the scene and then turns to a Player and gives them a Soft Move, asking "What do you do?", that player is the Spotlighted Character.
2. The Game Master passes the Center Stage Bowl to the Player and they are on the spot with a conflict to be resolved.
3. The Spotlighted Player is the person that is in the Spotlight at this moment. It is his conflict to take care of. So he places his Spotlight Token in the bowl.
4. The Player can ask for a re-iteration of the scene, maybe some details but if he asks much more than that he is using his Spotlight moment to fully examine the scene. Often this is ignoring the action at hand and giving the GM a Golden Opportunity to use a Hard Move or bring a Soft Move into play that could affect another player or affect the Spotlighted Player directly. It is also the Game Master's opportunity to describe what is going on and have things happen that the player may be unable to stop or need to jump in on.
5. If any other Player is near enough or is a part of the same scene they may toss their Shared Spotlight Token in the Stage Bowl as well. This gives the other player an opportunity to describe how it goes along with the action at hand. Or even defend or help out if the main character that is on the Spotlight. If the other player doesn't have a Shared Spotlight Token they may put in their Spotlight Token instead and if the Spotlighted Player does not do anything active about the question then the other player takes over the Stage.
6. Once the conflict is resolved, the GM, empties the Center Stage Bowl and will use the narrative to flow to the next logical person, describe more of the action on a personal basis and make another person the Spotlighted Character, passing them the Center Stage Bowl. If they do not have their Spotlight Token they may use their Shared Spotlight Token. If they have neither then the Center Stage may be passed to someone that does and they are taking over.
7. Once all of the Spotlight Tokens from each player are collected they and any Shared Spotlight Tokens are passed back to the players.
8. If a player doesn't spend their Shared Spotlight Token then they still have it, if they have the retrieve it back at the same time the Spotlight Tokens are passed back.
9. Once all the tokens are back, start back up with one, most likely choosing another person to start, following the narrative but attempting to give everyone a starting Center Stage.
Tor Droplets's profile photoSimone “Acgman” Bonavita's profile photo
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Wayne Peacock

Discussion  - 
Perilous Wilds question: which # on the size chart determined the countdown for each theme? Just not getting it from the example.

+Jason Lutes 
Wayne Peacock's profile photoDelos Adamski's profile photo
Son of a bug bear. I missed that as well. Thanks mate
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