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TKIY
Nov 6, 2012
Grimey Drawer
Yeah I'm not too concerned about that as my group is usually pretty creative, I'm more concerned about what I imagine to be an enormous amount of info to track on the fly.

I suppose we could play the first few sessions and see if it's not a big a deal as I imagine.

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admanb
Jun 18, 2014

TKIY posted:

I'm about to kick off my first DW campaign and I'm looking forward to the challenge. I've GM'd dozens of campaigns over a few decades but all in hard crunch systems.

With all of the on the fly development of hooks and facts, what tools do you all use to keep track of the ever-growing fiction?

I use Roll20 as a digital tabletop on a TV during our games to handle maps, music, handouts and the like but I'm wondering about a tool for general note keeping and organization which Roll20 isn't great at.

I just use Google Docs.

Demon_Corsair
Mar 22, 2004

Goodbye stealing souls, hello stealing booty.
Has anyone done a hex crawl game with dungeon world before? A buddy is starting a West marches style game and I'm trying to sell him on dw instead of some osr retro clone.

neaden
Nov 4, 2012

A changer of ways
I've read it but not used it in play but Perilous Wilds is essentially built for hexcrawl support and seems good from a read through.

thefakenews
Oct 20, 2012

Demon_Corsair posted:

Has anyone done a hex crawl game with dungeon world before? A buddy is starting a West marches style game and I'm trying to sell him on dw instead of some osr retro clone.

Perilous Wilds is good for map crawling (doesn't really use hexes) in DW, but I kind of feel like West Marches style play is kinda antithetical to DW's playstyle. The original West Marches games used 3.x D&D from memory. The reason was because West Marches relies on having the various locations be pre-created and able to be revisited, and having the world operate in a very consistent way (so all the players experience a consistent world, regardless of which sessions they take part in). That doesn't necessarily gel with Dungeon World very well.

admanb
Jun 18, 2014

I dunno. I think the core concept of WM being a singular world that can handle rotating groups of players works quite well with Dungeon World. You lose a lot of the danger of WM games, because DW is fundamentally heroic whereas D&D tends to not be, but it still works.

Demon_Corsair
Mar 22, 2004

Goodbye stealing souls, hello stealing booty.

thefakenews posted:

Perilous Wilds is good for map crawling (doesn't really use hexes) in DW, but I kind of feel like West Marches style play is kinda antithetical to DW's playstyle. The original West Marches games used 3.x D&D from memory. The reason was because West Marches relies on having the various locations be pre-created and able to be revisited, and having the world operate in a very consistent way (so all the players experience a consistent world, regardless of which sessions they take part in). That doesn't necessarily gel with Dungeon World very well.

I don't think areas would have to be pre-created besides maybe a quick one sentence description. What I think would be more important is mapping out where the players have been. First time they go to the ruined keep to kill a troll there would be a lot of blanks about the layout etc etc. If they go back to clear out a kobold nest, then they would already know the basic layout and structure of the area.


admanb posted:

I dunno. I think the core concept of WM being a singular world that can handle rotating groups of players works quite well with Dungeon World. You lose a lot of the danger of WM games, because DW is fundamentally heroic whereas D&D tends to not be, but it still works.

Isn't that something that could be easily tuned? If I want a grittier and more dangerous game wouldn't I just be aggressive with my hard moves?

admanb
Jun 18, 2014

Demon_Corsair posted:

I don't think areas would have to be pre-created besides maybe a quick one sentence description. What I think would be more important is mapping out where the players have been. First time they go to the ruined keep to kill a troll there would be a lot of blanks about the layout etc etc. If they go back to clear out a kobold nest, then they would already know the basic layout and structure of the area.

Isn't that something that could be easily tuned? If I want a grittier and more dangerous game wouldn't I just be aggressive with my hard moves?

Quite.

Sanzuo
May 7, 2007

I thought one of the whole ideas about DW was exploration and filling in blanks on the map as you go? During the stream with one of the creators they were playing on a hex map that he threw together.

I can't remember if West Marches had predetermined locations or random encounters but it seems not unlike DW's map exploration.

thefakenews
Oct 20, 2012

Sanzuo posted:

I thought one of the whole ideas about DW was exploration and filling in blanks on the map as you go? During the stream with one of the creators they were playing on a hex map that he threw together.

I can't remember if West Marches had predetermined locations or random encounters but it seems not unlike DW's map exploration.

My impression is that original West Marches had predetermined dungeons that were pre-mapped and consistent. That means that different groups of players could keep going back to locations and know what would be there.

You can do that in Dungeon World, but I think it runs counter to some of the principles and it does mean that if you are improvising or designing dungeons on the fly you need be really careful of noting and mapping stuff you make up so that it can be revisited.

admanb
Jun 18, 2014

thefakenews posted:

My impression is that original West Marches had predetermined dungeons that were pre-mapped and consistent. That means that different groups of players could keep going back to locations and know what would be there.

You can do that in Dungeon World, but I think it runs counter to some of the principles and it does mean that if you are improvising or designing dungeons on the fly you need be really careful of noting and mapping stuff you make up so that it can be revisited.

This is probably what you're thinking of:

quote:

Interior maps of dungeons, ruins, etc. were also a very good investment, because even if a party came through and wiped out all the creatures the floor plan did not change. Come back a season later and who knows what will have taken up residence. Wipe out the entrenched kobolds and next spring the molds and fungi that were a minor hazard before have spread into whole colonies of mushroom warriors. Drive the pirates out of the Sunken Fort and its lonely halls become the hunting ground for the fishy devils from the sea — or maybe the whole place is just empty. These “evolving dungeons” were a key feature of the West Marches.

but that works perfectly for Dungeon World. You can improvise the initial dungeon, you just have to map as you go so that the next group that comes through finds something that's at least mostly the same. Working off that there's nothing that stops every visit to the same dungeon from being 100% improvised off of a couple brief notes you left about the previous run through it.

Sanzuo
May 7, 2007

So do you actually map dungeons then? Or do you just leave it as a narrative? I thought given the style of the game a dungeon mostly consists of "you move into yon chamber where x awaits you." Then you resolve the encounter and move to the next part of your game.

Another question. How do people handle enemy spellcasters? I know spellcaster monsters simply have a "cast spell" move, but how do you make it more interesting than "it looks like he's casting a fireball, roll+dex to dodge the fireball."

Wrestlepig
Feb 25, 2011

my mum says im cool

Toilet Rascal
just be more flavourful, ask What Do You Do.

"Zanzibar cackles angrily as eldritch energy lifts him a foot off the ground. What do you do?"
"Vatya, your elven eyes spot the hooded man muttering silently to himself and inching towards his wand holster. What do you do?"

If you want it to be more dangerous, let the spell go off but Then offer the chance for defence.

There isn't a list of spells for them to cast, so just think of Effect (mostly Blast) and Flavour (Fire, Skulls, etc) and string some adjectives for that.

Gort
Aug 18, 2003

Good day what ho cup of tea
The nice thing about not saying the spell before they roll to stop it is that if they fail it can just be an ice blast or whatever, but if they dodge it it was a disintegrate beam that just took out the entire back wall. Good thing you dodged!

The Lemondrop Dandy
Jun 7, 2007

If my memory serves me correctly...


Wedge Regret

Sanzuo posted:

So do you actually map dungeons then? Or do you just leave it as a narrative? I thought given the style of the game a dungeon mostly consists of "you move into yon chamber where x awaits you." Then you resolve the encounter and move to the next part of your game.

Another question. How do people handle enemy spellcasters? I know spellcaster monsters simply have a "cast spell" move, but how do you make it more interesting than "it looks like he's casting a fireball, roll+dex to dodge the fireball."

For my first dungeon, I've mapped it, but am changing it around a bit as I go. I liked the idea in perilous deeps (Lampblack and Brimstone's book) of making a pile of normal or connecting rooms and unique rooms and presenting them as needed. It gives you a fair amount of flexibility in pacing out cool stuff and keeps things hopping from your end.

I like to have my dungeons really tell a story in their construction and have each room reinforce the themes.

TKIY
Nov 6, 2012
Grimey Drawer
Has anyone used campaign logger with DW before. It looks like the sort of tool I was looking for.

TKIY fucked around with this message at 23:02 on Apr 29, 2017

admanb
Jun 18, 2014

Sanzuo posted:

So do you actually map dungeons then? Or do you just leave it as a narrative? I thought given the style of the game a dungeon mostly consists of "you move into yon chamber where x awaits you." Then you resolve the encounter and move to the next part of your game.

Another question. How do people handle enemy spellcasters? I know spellcaster monsters simply have a "cast spell" move, but how do you make it more interesting than "it looks like he's casting a fireball, roll+dex to dodge the fireball."

For West Marches I would map dungeons. Prolly not 5x5 squares, but at least a box-and-line diagram with short descriptions.

I don't normally map anything, but West Marches calls for it.

Strom Cuzewon
Jul 1, 2010

What are some fun things I can do with missing limbs? My Dashing Hero player got his arm sliced off last game (he stuck it through an illusory fish wizard and would have died if our blind necromancer hadn't cut it off with a shovel) and I'm not sure how to balance giving him some consequences while still being fun.

He wants to use a multiclass move to take an Artificer move and build a robot arm, but I can't see how the moves allow that without fudging the Gadgets a lot.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??
I actually had that exact thing happen in my first dungeon world game I GM'd, where one player lost her arm in an elevator accident. She picked up the Artificer's gadgets and made one of the gadgets her new arm. Just make it like, Clockwork Shielding Glove or something, give it a tag as normal, and just let it work like an arm as its normal functionality. +2 Armor vs Ammo or Hand, Forceful both work really well as tags for it.

If they only want the arm, they should take Field Test as their multiclass move so they can give it cool abilities on the fly.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost
Yeah, if a character has an artificial arm or whatever you can just bear it in mind whenever you struggle for inspiration on a 6- or a Defy Danger 7-9.

Peas and Rice
Jul 14, 2004

Honor and profit.
Make the arm red and give them a new disguise move.

Half of Dracula
Oct 24, 2008

Perhaps the same could be
Give them the God Hand

Harrow
Jun 30, 2012

About to start up another "Dungeon World in Spaaaaaaaaace" campaign, because it went really well last time and I haven't GM'd anything in a good long time.

This time, I want to try to have an overall tone where any magic the players run into is weird, spacey, possibly trippy, and just generally not your standard robes-and-spellbooks stuff. This goes for the magic the players can do, too. What are your favorite non-standard spellcaster playbooks? Right now basically every magical Inverse World playbook seems like a good fit (I love the Lantern but none of my players ever seem to think it's as cool as I do :smith:), as well as the Clock Mage and the Star Mage. Any other suggestions? I want to make sure I come to the first session with a good selection of cool and flavorful playbooks for the players to pick from.

Harrow fucked around with this message at 19:45 on May 9, 2017

Infinite Oregano
Dec 31, 2007

I'm going to make my friends eat infinite oregano and they'll have to do it because the recipe says so!

Harrow posted:

About to start up another "Dungeon World in Spaaaaaaaaace" campaign, because it went really well last time and I haven't GM'd anything in a good long time.

This time, I want to try to have an overall tone where any magic the players run into is weird, spacey, possibly trippy, and just generally not your standard robes-and-spellbooks stuff. This goes for the magic the players can do, too. What are your favorite non-standard spellcaster playbooks? Right now basically every magical Inverse World playbook seems like a good fit (I love the Lantern but none of my players ever seem to think it's as cool as I do :smith:), as well as the Clock Mage and the Star Mage. Any other suggestions? I want to make sure I come to the first session with a good selection of cool and flavorful playbooks for the players to pick from.

I always like the Witch, (and all the rest of gnome's specialist Mage playbooks too), the Psion is cool and good too!

Strom Cuzewon
Jul 1, 2010

That's a good shout gnome, I'll suggest that next session and give 'em a quest to travel to the Land of Clockwork Arm Manufacturers.

Whybird posted:

Yeah, if a character has an artificial arm or whatever you can just bear it in mind whenever you struggle for inspiration on a 6- or a Defy Danger 7-9.

He has something like 8 intelligence, I'm going to need a lot of ideas for malfunctions.

Part of his Last Breath deal was that Death claimed his arm for himself, so his robot arm will almost certainly become haunted.

The Lemondrop Dandy
Jun 7, 2007

If my memory serves me correctly...


Wedge Regret
I have not read it cover-to-cover, but Johnstone Metzger has a supplement called "Adventures on Dungeon Planet" which is a ruff on science fantasy. It includes "earthing", "engine of destruction", "mutant", and "technician" as rough analogues of thief/fighter/druid/cleric.

http://www.drivethrurpg.com/m/product/112308

Seemed neat to me! Very buck rogers-y. The technician has a great focus on machinery-as-magic that could work well for you.

Harrow
Jun 30, 2012

The technician sounds really cool--something like that would fit in, for sure.

RedMagus
Nov 16, 2005

Male....Female...what does it matter? Power is beautiful, and I've got the power!
Grimey Drawer

Strom Cuzewon posted:

That's a good shout gnome, I'll suggest that next session and give 'em a quest to travel to the Land of Clockwork Arm Manufacturers.


He has something like 8 intelligence, I'm going to need a lot of ideas for malfunctions.

Part of his Last Breath deal was that Death claimed his arm for himself, so his robot arm will almost certainly become haunted.

Skip the robotics. Next time they're doing something, they absent-mindedly reach with the missing arm, and actually do the task. They have a phantom limb that is faintly visible in bright light.

And sometimes it'll act on it's own accord :getin:

Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...
I was back in my hometown for a vacation and finally got a chance to run Inverse World with some of my friends. Since it was a one-shot I let everybody start at level 4. The group ended up being:

Jack Vance, dreaded pirate captain. His ship, The Devil's Teeth, was both fast and agile, with a capable crew, and loaded to the gills with cannons. Also Jack is a terrifying Barracuda man.

Valen the Mechanic, piloting her angelic mech "Morero." Jack's rage filled second mate.

Carbuncle Figglestick, cantankerous old man and collector of magical Faberge eggs. A member of The Guild of Eccentric Gentlemen (GEG), he is accompanied at all times by his pet Shrew Bronson.

Lazarus the flesh golem. Vance's former first mate, brought back from the dead by members of GEG. He has lost much of his memory but is now a horrible flesh beast!

We started with some character building stuff and then decided that The Devil's Teeth was being pursued by 3 separate vessels- the players came up with their pursuers. First up was a group of Lanterns, attempting to take the Gilded Macaw, a legendarily rare bird and symbol of Sola. Next up was Grand Earl Eustace Haversham, member of GEG and sworn foe of Carbuncle. Last up was a massive battleship from the non-euclidean shadow realm of Ferdania, carrying an entire regiment of umbral marines to recapture their runaway princess.

I think the game went pretty well! Although I ended up barely doing anything with the Grand Earl. Jack made short work of the Lantern's ship with some massive damage rolls, although one of them later got on board and went hand-to-hand with Carbuncle. The fight with the battleship took up most of the session, it pulled up and attempted to launch giant grapnels onto their ship. Carbuncle took out one with an egg that acted like a light grenade, Valen shredded another with a storm of razor shards from her mech's wings, but the third hooked the ship! However this allowed Lazarus to climb across to the enemy ship, where he proceeded to jump through the flesh of all the marines onboard to make it to their king (creepy). Jack ordered Lazarus to steal the king's crown and a vicious battle ensued, during which Jack did a barrel roll to snap the grapnel line and also dived the ship in between two islands.

Everyone seemed to have a good time, although I'm still struggling to GM Dungeon World a bit. There was so much chaos in this session that I lost track of some of the threats, and I feel like I'm still pulling my punches too much. Since it's so free-form I don't want to seem like I'm punishing the players, but I also want there to be some danger and stakes. I also had a lot of trouble adjudicating the Collector's powers. He pretty much used most of them like magical grenades, and I wasn't sure what limits to put on them. I ended up just having him roll his lore stat, which worked ok this time around (he got a lot of 7-9s, so we had side effects like his light grenade allowing a lantern to teleport in, his darkness grenade covering the entire ship by mistake, and his entangling grenade anchoring the ship to an island with massive vines).

How hard are you guys on your players? Lazarus jumped across to the battleship and I was so caught up having him fight the king I kind of forgot he was surrounded by marines that should have been trying to murder him. I think because most things trigger off of player rolls I've been afraid to cut in with monster moves and so on if a player doesn't fail a roll.

Nemesis Of Moles
Jul 25, 2007

If anyone is going to gencon this year I'm running a game, heres a link
https://www.gencon.com/events/106204

Schwawa
Jul 28, 2005

So I've been running a D&D campaign for about 6-7 sessions now. We're all total newbies, including me, doing the 5e starter set campaign. I'm really starting to find D&D a bit of a slog, especially in combat, and my players can barely even remember all the things their characters are capable of doing, especially the cleric.
So I'm thinking I'm gonna try converting the game to dungeon world. I haven't played it or any other PbtA games yet, but I think it will be a better fit for us.
It looks like it should be pretty straight forward to convert, but I had a couple questions.

My players are all level 4 currently, would starting them at level 2 or 3 in DW make sense?
Edit: I also was unsure about levelling up. Do players choose between a new move or an attribute increase? Or do they just get both every level up?

I've got one guy who's playing a ranger variant, but he doesn't like the animal companion focus in the DW playbook. I was thinking of maybe suggesting he play a fighter and letting him make a bow with signature weapon, but the other moves don't really seem appropriate. Does anyone have any good recommendations for a bow and arrow/sneaky playbook?

Any other tips for a brand new DM?

Schwawa fucked around with this message at 00:18 on May 18, 2017

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
Reread the thread. The new GM Q comes up every 3 pages. 🙂

Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...
Starting them out with a couple extra levels would probably be fine. I like to do this so that everyone feels like they can customize their character a bit more. Levels in DW really aren't the same as levels in DnD though, essentially each level just gets you a new move.

As for the ranger you might want to check out the list of custom classes in the OP. I can't recall if there's any with a ranger flavour, but depending on what your player is going for you might be able to find something. I'm pretty sure there's a marksman class that looked pretty decent for a bow user. You could also cannabalize a few moves (like stealth from the city thief) and let him take them as multiclass moves.

Harvey Mantaco
Mar 6, 2007

Someone please help me find my keys =(
Anyone recommend a cheat sheet primer for this game to hand out to players on short notice who have never played?

Quidthulhu
Dec 17, 2003

Stand down, men! It's only smooching!

Look up Dungeon World character sheets, the official Dungeon World page has everything you need.

zarathud
Feb 24, 2013

Hail Eris!
All Hail DISCORDIA!

Harvey Mantaco posted:

Anyone recommend a cheat sheet primer for this game to hand out to players on short notice who have never played?

Some sheets you may find useful or may want to borrow from for your own:

https://docs.google.com/document/d/1e_DQREUfQSMXe_MMwVTv5Yj0ncUIlrGs1MbiQyXDT8I/mobilebasic

https://drive.google.com/file/d/0B4a61fn5HcLQbnpJeHJSZ0lUTmM/view

https://docs.google.com/document/d/1dVroxRCAwLcxwrz2oQMJYZeiEJgvoNf2Tlk-HEGp4LY/mobilebasic

Harvey Mantaco
Mar 6, 2007

Someone please help me find my keys =(

Exactly what I needed, thanks!

Harvey Mantaco
Mar 6, 2007

Someone please help me find my keys =(
What does the w and b in front of enemy attacks mean? Like B (1d8).

Nemesis Of Moles
Jul 25, 2007

Harvey Mantaco posted:

What does the w and b in front of enemy attacks mean? Like B (1d8).

Best and Worst
http://www.dungeonworldsrd.com/playing-the-game/#Best_and_Worst

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Sanzuo
May 7, 2007

(b)est and (w)orst. As in B(2d8) you roll 2d8 and take the highest result from one die. Don't add them together.

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