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John R. Harness

Discussion  - 
 
I've just switched from 5e D&D to DW for the kids' game I run at a local comic shop. So far, I'm loving it -- and I think the kids are really beginning to grasp it, while they were never really able to wrap their heads around 5e.

Some of the kids, though, have expressed a desire to do more miniature battles as part of the game (as we used to do more with 5e). I've never done miniatures with DW; so, do you have any resources for how to incorporate miniatures into DW?
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Andrew Fish's profile photoJeremy Strandberg's profile photo
4 comments
 
What +Peter Cobcroft said.  I ran a ton of 4e and built up a ridiculous mini's collection. So when I run DW, I try to use them as much as I can.  

The key things, IMO, are: 
- Think of them more like action figures than boardgame pieces, to help visualize the awesomeness going on in your heads rather than limit/define what's possible

- If you've got a big assortment of minis, use the minis to describe the fiction. Like, does that bugbear mini have a severed hand spiked to its shield? Work that into the fiction, ask questions about it, make it something that matters.

- Move the minis around constantly.  In a real fight (or at least a heavily cinematic one), combatants are driving each other back, closing and retreating, hunkering down under cover, falling over, dropping things, etc.  Reflect that in the minis. (3e-5e rules really hinder this sort of constant, narrative change to the battlemap. Don't fall into that trap!)

- Don't remove minis from the map when someone drops. Knock them over or, if you have them, replace them with a skull & crossbones or similar token.  Mark the fallen.  Weave their corpses into your GM moves and descriptions. Let PCs see where the dead orc is so they can use his remains as a shield or pick up his dropped ax.

- Fog of war is harder to pull off on the map.  I use "?" tokens to indicate "you think you hear something over from this way."

- For the love of all that is holy, don't count squares.
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james day

Discussion  - 
 
The one thing that I sometimes sgruggle with is Fronts that are for facrions that are directly opposed to one another, for example in a city where two factions battle it out for the throne. You can't be neutral and you can't advance one without it affecting the other. Have people got a good way to get around this?
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Russell Williams's profile photoMichael D's profile photo
11 comments
 
What +Russell Williams said ^
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Steven Jakeman

Discussion  - 
 
I'm new to DW, and ran a fairly successful first session (at least the party members were geeking out about it the next day).

Anyway, I'm working on developing an adventure front, and having some problems. 

The first session's action was driven by a debt one of the players owes to a crime family. They were sent on a retrieval mission, and promised forgiveness of the debt for the recovered item (several kegs of explosives).

I've decided that this front should be the ascension of this crime family to run the government openly (though tyranically). My problem is coming up with dangers. I included them as one of the dangers (similar to how the Portal example in the book is both the front and danger), but also the current government (corrupt). 

My problem is that both the crime family and the corrupt govt have been working together so far. Now the family wants to take power in full. How to I write dangers that reflect this competition? Additionally, I'm confused by the impending doom attached to Corrupt Government-type dangers, whose impulse is the maintain status quo. Is the impending doom that things change the same (though maybe a new crime family (ies) come to replace the current one)? That seems anticlimactic....

Any advice you have would be welcomed.
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Alfred Rudzki's profile photoSteven Jakeman's profile photo
4 comments
 
Thanks guys. I was thinking that The Family would start taking over establishments first - either directly or indirectly. Perhaps the govt would move to start persecuting/prosecuting Family supporters/contractors. This could include the party (they're doing a job for them, after all) and other citizens.
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Justin Lonas

New Monsters  - 
 
Let me know if anything should be tweaked on this creature. It is meant to be mainly a frightening solo creature.
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Brennen Reece

Miscellaneous Resources  - 
 
The Minimalist versions of +Jacob Randolph's amazing Alternative DW Playbooks are now for sale on RPGNow.com.
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Flavius Chis

Magic Items  - 
 
Any ideas on how to improve this item or how to give players options to choose from?

Cloak of DragonSkin
+1 fire resistance while rolling CON.
This cloak is made with dragon skin and offers fire resistance while wearing it and shielding yourself with it. 

Roll +CON,
10+, The cloak totally absorbs the flames and is intact. 
7-9, The cloak protects you from the flames, but becomes damaged, take -2 to your next rolls while defending with it.
[6 -] The cloak has lost it's original potency and burns to ashes, take fire damage.
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Simone “Acgman” Bonavita's profile photoFlavius Chis's profile photo
12 comments
 
A true! Item destruction doesn't need to be in the actual move, since it's part of the main hard moves of the DM! 
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james day

Custom Moves  - 
 
A few perilous journey moves for a dungeon or even mega dungeon.

When exploring the dungeon not knowing where you are heading assign Scout, Dungeoneer, and Quartermaster.

Scout Roll +Wis on a 10+ you do not get ambushed and you find somewhere significant or a secret area, your choice . On a 7-9 you choose 1 of those options

Dungeoneer Roll +Int on a 10+ you do not get lost and you do not get surprised by any traps. On a 7-9 you have to choose 1 of those options.

Quartermaster Roll +Int on a 10+ you do not consume more rations or torches then you need. On a 7-9 choose either rations or torches, you have used more of those then you would of liked.

When you are trying to get to somewhere you have been before but you haven't placed on the map Assign Scout, Mapper, and Quartermaster.

Scout Roll +Wis on a 10+ you do not get ambushed by any monsters and you can quickly find your way again when you get lost. On a 7-9 you choose 1 of those options.

Mapper Roll +Int On a 10+ you manage to go around the dangerous part of the journey and can put the location on the map. On a 7-9 choose 1 of those options.

Quartermaster Roll +Int On a 10+ you have used as many rations and torches you would of expected to use. On a 7-9 you choose either torches or rations, you have used more of that then you would of liked.



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Simone “Acgman” Bonavita's profile photo
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Greg Baatard

Discussion  - 
 
Ran the first session of an adventure that a friend has written to help her test it last night.  It's written for D&D but she wanted to test how flexible it was so I ran it in DW.  She was also keen to have it run by an inexperienced GM, so I was able to fill that role too...  Apart from a one-shot trial game of DW, I've never GMed before.

It went pretty well for the most part, although one thing popped up a few times... The DW equivalent of "everyone do a spot / listen check". 

Telling the players to try to discern reality definitely sounds wrong, so how else should you handle such situations?  Situations where there is something to be found / noticed / heard / spotted / etc, but you need to be particularly astute to do so.

I get that I should describe what they see and that they should ask questions (and invoke moves as necessary) from there, but there still seemed to be something missing... =/
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Kit McDonald's profile photoWynand Louw's profile photo
13 comments
 
Never make the story dependent on a die roll. No, let me rephrase that. Never make the story. Play to find out what happens.
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Flavius Chis

Discussion  - 
 
If the enemy doesn't have armor, any +n Piercing damage isn't registered, correct? 
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Kit McDonald's profile photoFlavius Chis's profile photo
6 comments
 
Thanks guys!
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Sky Borax

Discussion  - 
 
so im starting as a very unexperienced gm for friends who have never played and some of them have never played an rpg. Any advice?
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Dustin Carriker's profile photoSky Borax's profile photo
7 comments
 
okay. THANKS GUYS
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About this community

The place for talking about Dungeon World.

Matthew Brown

Discussion  - 
 
So in my next session our berserker is going to be taking part in the duels section and the free for all section of the Grand Tournament in a city ran by a council of mages.

Our cleric is going into the spell casting competition. This will be a contest where thee higher roll means the judges mark the spell better. ( I'll do secret rolls for NPC's)

So. Anyone got any ideas how I can make this more interesting?
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Alfred Rudzki's profile photoMatthew Brown's profile photo
6 comments
 
Thanks. That's super helpful!
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Eric Lochstampfor

Compendium Classes  - 
 
Good Compendium Class Lich

Have a Drider character who is on the way to Lichdom (or being killed by party members....again) but am not having much luck finding a good compendium class Lich. Does anyone know of any? If not I'll share what moves I can come up with.

Thanks!
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Peter Johansen's profile photoEric Lochstampfor's profile photo
3 comments
 
Well the character is a Drider, which is in the Merged Class bundle which can be found here:
https://dl.dropboxusercontent.com/u/13355093/4-25-13%20Merged%20DW%20Alternate%20Base%20Classes%2017%20total.pdf

That being said the player already has access to Black Magic as a move. So some moves that expand black magic would be appropriate. She has a small following of other driders and doens't really express too much interest in commadning unded, but was thinking of some sort of cocooning/soul sucking move that might be used to create some special sort of shadow minion.

Here are some mods I might make to your moves +Sean Fager

Lichdom - As is plus: Your Flaunt Superiority and Word of Command now work on Undead. Word of Command will automatically succeed on mindless undead.

Dark Artistry is very OP since she has Black Magic CHA based at +3 already, so boosting it further woudl be game breaking IMHO. I would alter it to allow her to add tags by spending darkness. Spend 1 Darkness to add an additional tag or such.

Necromancy sort of is taken care of by expanding the word of command so sort of redundant but the idea is sound. Just the Drider class has moves already similar.

Would change Spider Queen's Mercy  to Lich Queen's Delight: When you cocoon a sentient being in webbing and drain their soul as well as their bodily fluids with your dark arts you can create a special undead. Describe your creation and roll + CHA. On a 10+ Hold 3 Control. On a 7-9 Hold 2 Control and pick one:
-It's form is not what you wanted
-It's temperment is not what you expected.
-It can not follow complex orders
 
I woudl also probably talk about a ritual or move to replenish Control rather than have a series of one shot creatures.

Perhaps add some Necrotic poisons for her as well or maybe some type of shadow form.
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Flavius Chis

Discussion  - 
 
How do you guys manage the ressources of your players with hard moves? 

When they roll a 6-, do you sometimes simply choose what item gets damaged/destroyed with logical thinking or do you roll on a item category list to determine what gets affected?
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Bastien Pilon's profile photojames day's profile photo
8 comments
 
Use there resources could also mean they are put in a situation where they really want to use whats in their adventuring bag or use up a ration because otherwise there is a penalty.
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AJ Ferguson

Miscellaneous Resources  - 
 
No gaming for the next week or so. Any requests?
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AJ Ferguson's profile photoTom Walker's profile photo
8 comments
 
Cargo-cult Tiki God volcanoes??
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AJ Ferguson

Miscellaneous Resources  - 
 
A quick sketch for tonight's session . . . The High Crossing, a treacherous pass through the Windswept Mountains.


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AJ Ferguson's profile photo
3 comments
 
A bit of both, Nathan. Sometimes something will inspire me and other times it's just what my minds eye can see.
No colors yet, although the artist loft caries a line of earth tones I would love to get my hands on. They are consistent with the cool greys I use, but they run 60$ for the pack, so maybe in a bit. 
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Matthew Brown

Discussion  - 
 
How do you guys handle enchanting. 2 of my players want to get their weapons enchanted and we aren't sure how to rule this?
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Alfred Rudzki's profile photoMarshall Brengle's profile photo
10 comments
 
He gets messy tag on any weapon he wields just for being a barbarian, and especially if he takes the Smash! advanced move, he can rest assured his enemies will lose their limbs, heads, and vital fluids - no "magic" weapon required.

Sounds like they are falling back on a D&D paradigm that defines heroes more by what they own than what they do. Time to expand their mindset. 
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Flavius Chis

Discussion  - 
 
Do you guys use a homebrew crafting system for DungeonWorld?
If so, feel free to share here! (:
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Flavius Chis's profile photoHelios Alatza's profile photo
4 comments
 
I dunno about a homebrew craft system, but just lemme say as a smith myself; That guy is very lucky to have two assistants that are proficient with 10lb sledges :P
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Deep Six Delver

Discussion  - 
 
#WoDu: Skirmish + Slay: Does it stack, or are they for different situations?

We played our first session with World of Dungeons yesterday! One of the characters had both Skirmish and Slay. The player asked if tht gave him a +3 for melee damage, and we weren't sure. For that session, we went with +2.

How do you do it? Do the bonuses stack, or are they intended for different fictional situations? 
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Michael D

Discussion  - 
 
What do you think about moves that combine options that give positive effects with options that avoid negative effects?
E.g. When you fight with nun-chukkas, roll +Dex. On a 10+ choose two; on a 7-9 chose one:
- Inflict your damage
- They lose one weapon
- Immobilize one of their limbs
- You deflect their attack harmlessly

The problem I find with moves like these is that important parts of the move (e.g. exposed to their attack) are buried in options the player may not pick.  That's not really a problem with basic moves that get used all the time - we all know these moves and what they do.  But what about playbook moves?  IMHO, it's too easy in the heat of the game to forget there are important details about the way the move works written into unused options.

e.g. What should be:
Player: I roll an 11.  I knock their sword out of their hands and hit them on the follow through for [rolls die] 7 damage - yeah!  But because I didn't take the 'avoid their attack' option I still suffer their attack
GM: Ok.  You knock the soldier's sword flying and batter them to the ground, but not before they get a stab through your guard, take d8 damage. 
Player: [rolls d8 damage and gets an 8] Ouch!
GM: Crystal-Belle, that soldier is down but there's another one running in and Kaji is wounded. What do you do?

can too easily become:
Player: I roll an 11.  I knock their sword out of their hands and hit them on the follow through for [rolls die] 7 damage - yeah!
GM: Ok. You knock the soldier's sword flying and batter them to the ground.  Crystal-Belle, that soldier is down but there's another one running in. What do you do?
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Michael D's profile photo
8 comments
 
+Jeremy Strandberg  Your descriptions of the Fox move suggests that in some cases the effect is pure attack without the dodge/ parry.  Add disarm (which you mentioned) and close to melee (from the options given), and you have one move trying to do a lot of things at once:
- Avoid an attack
- Close to melee 
- Attack doing damage
- Disarm

I'd be included to separate this into two moves, a closing move and a melee move; off the top of my head, something like:
Flying Fox
When you weave and leap at your opponent, roll +DEX.  On a 7-9 you arrive safely. On a 10+ you arrive safely and choose one:
- Deal your damage
- Your strike knocks one weapon from their hands 
Fighting Fox
When you befuddle your opponent with your whirling strikes and blocks, roll +Dex.  On a 7-9, choose 1 but you suffer their attack. On a 10+, you avoid their attack and choose 1. On a 12+, you avoid their attack and both apply. 
 - Disarm your foe
 - Deal your damage

Keeping this as a single move:
Fox
When you dodge or parry an attack and strike back while unarmed or wielding a precise weapon, roll +DEX. On a 10+, you may avoid the attack and choose 1, or suffer their attack and choose two.  On a 7-9, you may avoid their attack or suffer their attack and choose one:
- Deal your damage
- Disarm your opponent
- Close to melee or escape out of reach
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