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Hey friends Just dropping by to say how much I love this system. I'd been slowly moving away from DnD into more narritive based stuff since I started playing TTRPGs about 5 years ago, but DW has really been the most fun both my party and I (as the GM) has had since we started. I just can't get over how easy it is to run a game, follow the GM moves + the principles and let the game flow naturally into interesting stories which feel right. For actual content (apologies if this has been discussed before, I don't have search on the forums ) we started using Drives and Flags as replacements for Alignments and Bonds respectivally and we found it to be wwaaaayyyy more fun/in narritive than what's offered in the original rules. I'm not gonna go on about how cool they are (unless you want me to go into detail from my games/what I've learned!) but our group has certainly all agreed they liked these better
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# ¿ Jul 27, 2017 09:40 |
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# ¿ May 17, 2024 17:11 |
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poor life choice posted:Please, my new-to-tabletop gaming group is struggling with alignment and bonds and this looks a little more instructive. Subjunctive posted:I'd love to hear more. Ok ladies, here we go. A quick description so you don't need to go to the other web page: Flags are a replacement for bonds (which really suck if you ask me). The idea is you come up with two adjectives for your character, and an instruction tied to each adjective telling other players how to use that flag to get them XP. For example, if my character had the Curious flag with the instruction "convince me to try something I probably shouldn’t." then another PC would be trying to convince you to do something daft to get them XP. This might be in a dungeon, where there's an obviously trapped chest, and the other PC starts saying "on you go, come on, you are dying to find out!". Then they get XP. They encourage play you normally wouldn't see. I think bonds have this problem where they are hyper specific and only between two PCs. So you get these boring, forced conversations where everyone else has to sit on the phones and not listen until you "resolve" it. Because come on... When do those things ever resolve? Flags don't resolve, they are part of your character. So they are easier to remember too as the game goes on. (Although they can change if you feel you've had some CHARACTER DEVELOPMENT) Futhermore, a flag is an invitation to everyone, so anyone can get stuck in. This may lead to that Curious character getting shafted like 5 times in a session, but it will always be fun and in the fiction. In my game I've already seen some really fun play off these which we never got with bonds. Our cleric is a nut case dwarf who's entire religion is revolves fearing "The Depths". He chose a flag which was something like "Use my religion to make me do something I don't want to", so the wizard now gets under his character's skin with stuff like "better not go down that alleyway, THE DEPTHS COULD BE DOWN THERE!" all the while laughing while the cleric runs away like a little girl... Then the wizard gets XP! Mechanics wise it changes the Aid move so it's a little more generic, no longer has it got to do with some mysterious bond you apparently have that somehow helps you pull your mate out of a deep hole. Drives are basically flags, but for you personally. They really aren't too far flug from alignments, but they come with a couple of unique rules which make a huge difference. First they get rid of alignments, which I personally have always disliked. While I entirely agree a character can probably be classed under one of the 9 alignments... I hate when it becomes the go to for what they do. "Oh I'm good so I guess I'd save this guy? Even though he's actually a murdered and he killed my best friend... But I'm good so ok!". But it still keeps the goal, albeit the goals are now more due to personality traits than just being outright good or evil. Secondly they are built specificially to cause a decision. None of these are "stab a dude because you are a fighter with a sword and you'll do it anyway", no. These are more like "You are a loud barbarian who can't keep his mouth shut, get an XP when you spoil a social event with your brutish ways". So you get this choice: Do I blurt out and get the XP for it? Or do I keep my mouth shut and hope everything goes well? Either way something will happen and it'll be interesting. Drives in my game have so far happened mostly due to my players liking to play their characters right. Our fighter chose Proud: Put someone in their place (or grave) for disrespecting you. An NPC tried to tell him he was being an idiot for attempting to open an obviously magically locked chest, then the figher broke his jaw. So he got his XP! But he was going to punch the NPC anyway, even though it caused the guy to avoid saving the fighter in a later fight. So yeah, I'm a big fan of both. My personal advice would be:
edit: Oh and poor life choice, while I say alignments might be easier for new players, it might not always be the case. But I can easily see you getting the old "oh, but I don't know what my character is like or what they want!". Which is where "I'm an evil wizard" makes things much simpler. However flags are easy, you just scroll down the list and pick 2 if you are lost, then build a character around them! kaffo fucked around with this message at 14:15 on Jul 27, 2017 |
# ¿ Jul 27, 2017 14:12 |
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I nearly shed a tear last night when, after the session, I asked my players for criticism and they all said "We'd like more creative input in the world, let us make more awesome stuff on the world map so we can go explore it" I think after years of going through different people I've finally found a great group Context: I've always found it hard to get players to really be interested/invested in a game, and it seems like this one has taken the bait.
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# ¿ Aug 2, 2017 11:40 |
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Comrade Gorbash posted:What do you all do for 6- on Spout Lore? One of my favorites which I struggle not to overuse, is tell them something incorrect which will cause the party problems (aka tell them a poisonous flower is non-poisonous) then tell the player if they act on this obviously wrong knowledge they gain an XP. It gives them a choice, allowing you to "what do you do now?" and it's still a fail because they never learned anything useful about it either. And if they don't act on it, therefore never finding out they were horribly wrong, it can create some pretty fun situations later down the line "Quick feed the princess this flower! It's got strong healing properties I'm pretty sure!" That said, I too would like to hear other people's ways of handling it too
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# ¿ Sep 11, 2017 18:52 |
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I see the Dungeon World book is back in print on burning wheel Anyone know what the print quality is like? I want it, but I'm not spending $25 on it if it's printed on toilet paper
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# ¿ Oct 12, 2017 10:54 |
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Comrade Gorbash posted:The copy I have is solid. Pretty much the standard oversized paperback style a lot of indie rpgs use. Awesome, I'll need to consider it, thanks! Harrow posted:I know this is from months ago, but I'm just catching up on the thread. I'm just about to finish the game I mentioned in the post around then, so I can kinda post mortem it now The bad stuff first: My players quickly worked out which flags were easier to get due to the flag condition or the player who's flag it was. This meant some where basically ignored, and I would have got folks to change them if I didn't know the end game was coming. One player in paticular was a real pain in the arse even though his flags were good, he seemed to expect the other player to work really hard to hit it. Even when I reminded him "you get XP from this too you know, it's mutual that you hit it" he'd give the whole "Yeah sure, but I want it to be worth it for both of us" Not once that campaign did anyone hit his flags, because they gave up since he was being like that. Not really a flag fault but thought I'd mention it When they didn't come up, due circumstance or just because everyone forgot, it was a bit of a bummer all around. Not really sure how to fix this, maybe a custom move for not hitting any flags in a session? Speaking about forgetting, having 2 per player got pretty confusing, even with 4 players. We regularly forgot one or both of someone's and there's no real easy way to write two whole sentences down somewhere public for each PC The good: There were a good handful of moments in those 11 sessions where we'd be in the middle of something, then one player would grin ear to ear, look at another and say "Hey, your flag is 'Use my religion against me' right?" "Yeah...?" "Great " And it was worth it just for them When people hit flags they felt good, like they'd achieved something, and they almost always felt natural. Unlike when we played bonds and players were trying to activally resolve them, my players would bring them up like above and slot them into the action nicely I'll be using them again for sure, but I think next time I'll spend some more time with the whole party discussing what we want each character's flags to be and how achievable they'll be during play
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# ¿ Oct 12, 2017 15:43 |
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RedMagus posted:Remember with flags that the XP comes only once in the session, not each time. Helps break people of that "hit the bell for XP" instinct that seems to come to the table Yeah, exactly I'm a big fan. I still personally don't really get how bonds got past play testing. I've never heard of a group who's used them as stated in the book without the GM bullying the players into social situations
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# ¿ Oct 16, 2017 08:15 |
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When I say force, I mean "Hey Vildamir, remember that Ulrist stole something of value from you and you hold a grudge" "Oh right that thing, Um yeah, sure... Can't we get back to killing stuff now?" "No, talk to Ulrist" Dunno, I feel they are annoyingly detached from the rest of the game and they require quite a lot of player and GM input to get anything out of. Even the temptation of xp doesn't seem to draw people to resolve them Flags just seem to slot into game play much better and reward players for interacting Of course this is all personal opinion, I bet some folk have a great time with bonds, but it isn't anyone I know
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# ¿ Oct 16, 2017 12:32 |
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Comrade Gorbash posted:I think that bonds as basically a descriptor of history and relationship between characters makes sense. It helps keep prevent the incongruity of new groups being a bunch of strangers with nothing in common. At the same time, the RAW for how to use bonds in play are really clumsy and ham-handed. This is pretty much what I mean I think bonds are great during gen, gives the players some tangible links between each other that are interesting, and then the players can choose to play them out or not depending on the players themselves Tying that into the level mechanic (while I understand why they did that on paper) doesn't work very well in play. Even during gen, players can't tell the GM "yes sure, I'm in with this mechanic" because 30 seconds later most of them forget about it, or realise it actually doesn't fit their character I like your quick fix idea here, I think it works out better actually. But I can still see "oh I forgot that was a thing" every second session... Also totally up for the player aids, I already do it with names/classes but I have noooo idea how to format all that text in a readable way across a table without printing it on like an A1 billboard As for the other discussion, I had a similar problem once my players worked out the "roll to get xp" thing. But they quickly worked out that bad poo poo happens when they do My favourite is the wizard's cast spell partial success "draw unwanted attention" Every game I was a player in previously saw a player go "seems like the obvious choice really" pick it then run away/beat up/deal the resultant danger I had a long discussion with the GM of that game about it and we both agreed that as a GM the scale of "draw unwanted attention" needed to be drastic enough a player actually thinks twice about it I think I succeeded a little too well, because all my players are terrified to pick the option, since the first time they did it I introduced a hydra to a fight with some frog men then I dropped a magical eldritch horror on them in the middle of conversation with some NPCs It was hella fun though, and they cherish those moments. I hope the wizard picks it during the final fight on Thursday just so I can really make poo poo hit the fan Fake edit: I'd like to clarify I'm not one of those GMs who does the old "do your bond Dan" but I've been in a game where that happened and heard it happen from other people kaffo fucked around with this message at 07:29 on Oct 17, 2017 |
# ¿ Oct 17, 2017 07:24 |
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^^ Yeah we do, they work great I agree, even after 10 sessions. Just trying to find a way to cram on 2 full sentences on there (or shorten them to something memorable) sounds like a pain in the rear endComrade Gorbash posted:Hit me up later on this, I have some ideas. Sure dude, would be interested! I don't really have the time right now to invest in quantum formatting haha
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# ¿ Oct 17, 2017 16:04 |
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Double post cos apparently this thread is dead I was thinking about a (slapstick-ish?) comedy Dungeon World spin (not so much a separate PbtA hack) inspired by Konosuba, where the players are seemingly competent and manage to get poo poo done, but are actually almost entirely useless and anything they achieve is either by pure luck or abuse of the limited skillset they have I was thinking of writing playbooks like the Dizzy Fighter who gets his signature weapon, but his other starting skill is something like "When you turn a little bit too fast, roll +nothing" and the 10+ outcome is something like "by a miracle nothing bad happened" The GM principles would need to change a bit too, plus the structure to an extent My thoughts are something like giving the players a quest to deliver some milk to the next town over. On the way they get lost and stumble across the incredibly well hidden BBEG's lair where they discover (after a lengthy monologue about being discovered and his evil plan and how he is going to kill them all, even though the party have never heard of him before now) he's allergic to milk and they just about instagib him Then poo poo gets worse when they need to replace the milk they just lost killing the BBEG and the nearest milk farm is currently under siege by the other BBEG.... Basically kinda Paranoia-ish quests but in a fantasy setting I think the players would have their say though in how the madness unfolds, so everyone gets their chance at being the comedian Any thoughts goonfriends?
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# ¿ Nov 1, 2017 13:44 |
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RedMagus posted:Honestly, I'd do Dungeon World as is and change 2 things: Harrow posted:Depending on what you're looking for, you could[ give Dungeon Bastards a try. It's not strictly PbtA, nor is it suited for anything longer than a one-shot, but it is tailor-made for "incompetent, poorly-behaved adventurers blunder their way to success" adventures.
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# ¿ Nov 1, 2017 15:02 |
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Just an FYI, your link to Scrape and Evil Mastermind's guide on post 2 doesn't work any more I'm sure you agree it's an utterly fantastic guide, is there any chance you can update it? I found this mediafire link, but I'm not really sure how reliable it is http://www.mediafire.com/view/?ypk10uede2sgri6
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# ¿ Nov 14, 2017 10:00 |
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Infinite Oregano posted:I suppose this is a question that likely applies to all PbtA games, but regardless: If you're playing in real time (whether it's by discord or face-to-face or whatever), how do you keep in your mind the possibilities of GM Moves, or the complications that stem from a 7-9 Defy Danger roll (or hypothetically the other moves but I feel that Defy Danger's broadness leaves it more open to possibilities but also meaning it can be harder to come up with a satisfactory result on the spot)? Do you make any preparations as such? As an extension to the above post, I also give myself maybe 10 seconds to think of something before I answer the players with the "obvious answer" More often than not I'll just go for what is obvious in the fiction, but that can be repetitive in some situations I'll try read down the whole list of GM moves really quickly and see if I can think of something particularly cool or interesting before doing the obvious I should point out though that usually the obvious is the best response Another exception is if I've got some encounter I've thought of before the session and, just like designing moves, I might have a small list of stuff I think might be cool if someone rolls a 6- or 7-8 during the encounter Really though, it's not that difficult. But it's easy to crutch on one response which can get boring like "take damage from the dragon" every single time someone fails, it just takes some thinking outside the DND box
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# ¿ Dec 23, 2017 15:10 |
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I'd also like to recommend Perilous Wilds as a replacement for steadings/travel/hirelings because they kinda suck in base game in my personal opinion. Note it's a replacement and not an addition to the base rules It sounds like you've got the style down. Now you just need to convince your players, because PbtA is so different to "traditional" RPGs. Try and make sure to remind them that the game is a conversation like Gorbash reminded us. Please for the love of God try and remind them that moves aren't always something you pick to do, but something the GM tells you to do. My players still occasionally say something like: "I run at the dragon with my sword and Hack and Slash it" *picks up dice* "Eh, hold on, so your plan is to run at a dragon and try to stab it... what, in the face? with your cheap rear end iron sword?" "Yeah, can I roll now?" Related post My other vague advice, which is far more optional, is to swap out alignmets for Drives cos I'm not a big fan of the whole DnD "you are born good" stuff. I think it's great for newbies, but Drives are way more dynamic for anyone with some RPG experience. Lastly swap out bonds for Flags because I've played in 4 Dungeon World games and in all 4 (with different players/GMs) everyone forgot to advance bonds and they felt like needless paperwork rather than actual fun character stuff. But speaking to people, I hear that one is more subjective Comrade Gorbash posted:I'm kind of feeling a bigger effort post about how to understand the the mechanics of Dungeon World and other PbtAs and how a lot of them are "hidden" mechanics, less because the game doesn't identify them and more due to expectations created by other TTRPGs. Would people find that useful? VVV FWIW I dropped in all the mentioned suggestions into a running DW game and (except having to redraw the map using the Perilous Wilds rules) they all slotted in perfectly. Also bonds are great for starting the game and getting some interesting dynamics between characters. But it'll be interesting to see how you feel about them after 5/6 sessions. Please report back how you're finding it! kaffo fucked around with this message at 16:09 on Jan 5, 2018 |
# ¿ Jan 5, 2018 10:56 |
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Infinite Oregano posted:So what's the consensus here about the Follower rules in Perilous Wilds (compared to the core hireling rules)? Personally... Map creation rules - Awesome New make camp/scout/rations rules - Much better Discoveries/Dangers - Awesome Dungeons - Kinda luke warm, I personally ignore these rules New follower rules - Better than original rules, but could take or leave them Other stuff I've probably forgotten - Either haven't tired it or it wasn't good/bad enough to remember or mention Overall it's a really good supplement, I think it's a step away from DnD and closer to how Apocalypse World does things
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# ¿ Jan 10, 2018 08:56 |
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Devorum posted:Is there a product I can download or buy that has Drives for the core classes to replace alignments? It tries to "fix" some bits and pieces we all complain about, and adds some stuff in too. Never tried it so can't comment on what it's like. But I'm pretty sure it has what you want As per usual, these guys are right on the mark However something else to consider too is it's not all GM input. Absolutely make sure you listen to and put into place this great advice, but the players need to shift their attitude too In my last game, they had a epic final battle with a dragon. It was my player's first PbtA game and they just didn't really get the whole "actually you can't just Hack and Slash the dragon to death" thing, even when I felt I was making it super obvious Example: Wizard: I'm gonna fireball the dragon GM: Fantastic, tell us how you cast that Wizard: <epic spell casting description> Can I roll now? GM: You cannot, let me tell you how that fireball bounces off its scales like a toenail off 5 inches of solid steel Obviously I'm paraphrasing there. But the point is, you can go to town and back telling them how buff this dragon is, but until players throw out the ol' DnD HP sponge thought process and realise the narrative is what is driving the mechanics, it can be hard work All that said, maybe I'm preaching to the converted here, maybe your players will all "get it" right away. But certainly for me it can be a point of frustration from both sides of the table, when it really shouldn't be
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# ¿ Feb 12, 2018 19:00 |
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Personally, I've always thought tracking ammo is super dumb unless you are using highly simulated system I'm more a fan of using it for dramatic purpose. If they fail a Volly they manage to catch the dude they are aiming for, doing damage, but as they go to reach for a new arrow, they realise they only have 3 arrows left... That kinda thing Otherwise, everyone forgets, it's needless math every time you go to a town and someone gets mad when they realise they should have bought 10 arrows instead of 5... There's very few actual positives to keeping track of them in my opinion
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# ¿ Feb 13, 2018 12:53 |
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UrbanLabyrinth posted:That's kinda how it works. When you volley, one of the choices is to not spend ammo, so you can keep firing until you have to pick that option 3 times. It's been a while and I couldn't be bothered getting the moves sheet up at work
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# ¿ Feb 13, 2018 14:58 |
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MTV Crib Death posted:Okay so I've been spending some time thinking about the smash-up between Bard and Thief that better fits into Dungeon Planet. I really like the Dungeon Planet book, but it feels half done when it comes to classes. The new classes are great, but the idea that the run-of-the-mill bard, thief, and wizard fit into the setting without any friction doesn't seem right to me. That might be my own sci-fi biases showing though. That looks like great fun, I can't really see any holes to poke in it You did fat finger in Dashing Smile though quote:They must answer it truthfully, then you may ask you a question from the list
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# ¿ Feb 21, 2018 16:07 |
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Comrade Gorbash posted:flying monkey minions of the Wicked Lich of the West
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# ¿ Apr 3, 2018 14:38 |
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Waffles Inc. posted:So I've decided to take the plunge and ask some tabletop friends if they'd like to play Dungeon World, since hearing about it popping up in other threads has turned my head. After reading the rules and absorbing stuff like the above I am absolutely fuckin jazzed about giving it a go. So, when you run a D&D campaign, you're mostly expected to plan at least the session coming up ahead of time, if not the vast majority of the entire campaign In Dungeon World, it invites both the players and the GM to Play to Find Out What Happens This means you might have a Big Bad idea, and you introduce that to the PCs in session 0/character gen (by the way I seriously recommend stealing at least the map gen from The Perilous Wilds, it's fantastic and it's really simple) and they go "yeah sure that's awesome" and start bouncing off that. Maybe one player introduces the fact Big Bad had a sidekick who betrayed him and he's gonna play that dude. Maybe someone says the Big Bad indirectly killed his Sister and he wants revenge... The point is, you all bounce off each other. Sure you're still the GM and you're still there to moderate and tell them what happens when they go places and such... But they get a huge say in the world. When the players all turn to you and say "right, what next" then you whip you your moves list and you see what you can do. Maybe you just outright ask them a question back: "Hey Dave, you know a guy called Dorgon the Wizard who lives in the nearby city of Hallstown. In his last letter, what trouble did he say he got into this time?" That'll get everyone at the table going "who's Dorgon?" "What trouble did he get into?" "Is it related to the big bad?" What's also important in DW is nothing is established until it's on screen. That means the world is infinite and anything is possible... Until it's not. If Dave tells us that Dorgon was done for smoking pipe weed again, then we know that pipe weed exists, it's illegal for whatever reason in at least Hallstown and at least Dorgon has access to some (is there a dealer? does he grow it himself?). It the best kind of feedback loop you could ask for I'm sure you'll get other advice from the other professionals in the thread, I'm about to run my own game in like 20 mins so I can't type out a longer answer right now I'm afriad
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# ¿ Apr 3, 2018 17:40 |
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Waffles Inc. posted:Ah thanks so much for these! I loving LOVE the Sky Chain one. One of the rules is you get to make a move when Everyone Turns to You To Find Out What Happens or They Give You A Golden Opportunity That means you can make a hard or soft move and get the action going again right away Say they start in a bar and they are all sitting drinking their beer, then there's a lull in the conversation... You jump in and Reveal an Unwelcome Truth as they find out that actually, the guy who had all the gold on him has lost the bag somewhere... And here comes the inn keep looking to collect the tab... If you are ever in a place where there's a moment of silence, the players are dicking about or When They Give You A Golden Opportunity then do it. That's what keeps the pace up If you play DW by the letter, you'll find that you'll never have downtime (of course, make sure you give your players time and space to do some idle roleplay if they like campfire chat or whatever) but the second someone looks like they are losing interest, you throw a move at them. Learning the moves and how to use them to your advantage (especially on the spot) takes a bit of getting used to. What I love to do it throw it back to the players. They will always surprise you: "You're having a great time in the bar, when Sam (quite drunk) looks down to see the party coin purse is missing! The inn keeper is coming around the tables looking for the tab... Derrek how did you piss this guy off last time you were here?" You've not put any thought into that inn keeper, but now Derrek can, he might have a great idea and really spice it up. And that's one of the great powers of DW
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# ¿ Apr 4, 2018 14:48 |
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Waffles Inc. posted:aha! That did the trick I think: the GM moves are the driver On unrelated note, if your players are DnD players, they'll 10,000% try to use the list of moves on their sheet as exhaustive, and it's not You'll need to gently remind them that they don't use moves like they'd use a DnD power. There's a good chance you'll need to persuade them to just describe what their character is doing then you tell them if it triggers a move This is especially important when they are doing something which the move might describe, but you feel isn't dramatic enough for a roll For example, maybe a player wants to punch a beggar in the face and asks to roll Hack n Slash, you might just say "nah, you punch him, it's a beggar, no need" or maybe the beggar is actually a bad rear end wicked assassin and you ask them to roll Defy Danger to make sure they don't get a knife plunged into their chest Personally, it took half a dozen sessions of prompting my players for more info to get it out of them "I Volley the war lord" "Erm, no, tell me what you're actually doing. You are hiding behind the barrel right? What's your plan here?" "Oh right, well I'm going to stand up, because I think the coast is clear, then I'm gonna line up my bow to the war lord's legs and try to get him to stop running around like a maniac" Then you can decide if he's rolling volley, maybe he's got to roll Defy Danger first to avoid the hail of arrows as soon as he stands up, or the swordsman he didn't see coming It's the small things like this that makes PbtA a very powerful system... But you've got to throw away the DnD assumptions, or you'll find the system "sticky" when rules start getting argued over and there's lulls in the action
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# ¿ Apr 4, 2018 15:14 |
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Comrade Gorbash posted:Words of Wisdom Also, I bribed my players. I gave them sweets from a bowl every time they avoided explicitly saying a move, but what they said triggered a move It's entirely optional to treat your players like big eyed puppies or not
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# ¿ Apr 4, 2018 17:55 |
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malkav11 posted:I feel like Dungeon World is especially prone to this because it takes so many cues from D&D that the same reflexes get triggered. But it's clearly a broad spectrum issue. Almost none of the PBTA actual plays I've listened to have managed to steer away from "I feel like you should roll dice here so what's the closest move?". Even Austin Walker, who's generally one of the best PBTA GMs I've listened to, has fallen into that particular trap... I'll never stop recommending that guide, because it opened my eyes as a GM in general
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# ¿ Apr 5, 2018 14:44 |
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Overemotional Robot posted:In my Star Wars World game I deal with absences by writing love letters to the players for when they come back. * Their character isn't just hanging around the party being weird and quiet * It adds something to the game * They get something interesting when they come back to roll * There is a legitimate excuse why the party would need to fill them in when they get back, and they've got something to tell the party too
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# ¿ Apr 7, 2018 17:03 |
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Waffles Inc. posted:Since Bonds and Alignments are such a huge part of XP and leveling up, do you find that it works as a carrot or a stick to get people out of a roleplay rut and into being an active participant? kaffo posted:Ok ladies, here we go. I don't like bonds or alignments, I think they are the weakest part of DW Take my advice as you wish, but I found my games improved a lot once I threw them out and my players all agreed
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# ¿ Apr 10, 2018 17:14 |
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Waffles Inc. posted:I could definitely see myself swapping out mechanics and stuff after we're all more comfortable with the RAW, but I'm super hesitant to houserule things from the get go. I appreciate it though! I've definitely dropped that post into a notes doc But yes, you will certainly have some sticky moments with the DnD players. My bet is bonds will drive you all nuts. Then same 1 or 2 players will get their alignment every session because it's easy and the other guys will just get grouchy that their selection of 3 sucked at character gen I'll shut up about Drives+Flags now though, I'm a bit of a zealot sorry
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# ¿ Apr 10, 2018 17:27 |
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Waffles Inc. posted:Do you have a list of Flags the way that that above doc has Drives? After looking at 'em, I think you're right that Drives are easy to drop in, since they're also just picking from a list https://rpg.divnull.com/wiki/index.php?title=Dungeon_World_Flags You can also just make your own, but it sounds like your DnD players will probably just want to pick one off a list, then realise 4 sessions later that they actually wanted something different Don't you love players? (I do )
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# ¿ Apr 11, 2018 07:56 |
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Waffles Inc. posted:Haha yeah you absolutely nailed it--I'm thinking it's going to be a big enough mind-gently caress of a Session Zero as it is, without having to ask them all to come up with flags off the top of their heads Post here after you run it and let us know how it went!
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# ¿ Apr 11, 2018 15:30 |
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Waffles Inc. posted:Thinking back on it, it probably wasn't a good Discern Realities moment, though I dunno. The situation was the party were on a pirate sky ship being forced to walk a long plank that anchored them to a floating island, but on the other side of the plank were the inhabitants of the island shooting at them. This character wanted to peek up and see what was going on, and the language she used for what she was doing seemed to trigger Discern Realities. Sounds like it went well, good to hear. PbtA really is a fantastic framework and even when not running PbtA games, I still run them like one as much as I can. It's a wonderful feedback loop
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# ¿ Apr 20, 2018 18:59 |
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Please with updates I'll happily play test stuff with my group too if you get anything on paper I'm on mobile right now but I'll try and read your post properly and reply if any suggestions come to mind later
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# ¿ May 22, 2018 14:48 |
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I was going to see if I could watch the GM session, but something has come up. Are you guys planning to record it? I'd really appreciate it if someone could
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# ¿ Jun 30, 2018 12:46 |
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Comrade Gorbash posted:For a static set up, like for podcasting and so forth, then I'd recommend XLR mics over USB every time. You'll get as good quality for cheaper, or better for the same or slightly more, and you have more control and the ability to upgrade over time. If you get a USB mic, the Blue Yeti is pretty much your top-out, and you can't use most of the accessories if you switch streams. That's one of the big disadvantages of the Blue products and other USB mics - most of them don't fit the standard booms and shock mounts and the Blue specific ones are unreasonably expensive. If you have headphones already or want to buy a pair of headphones which don't have a mic (which is insultingly common for good headphones) the Antlion ModMic 4 (directional, not omni-directional) is pretty solid. Don't get the 5, it's chunkier and the dual mic is a waste. As for headphones, Beyerdynamic DT-770 at 80ohms are about the best bang for buck headphones you can get. These things are great, I've had mine for 6 years and I replaced the pads once for £15 because they were getting a bit dirty. Them with the ModMic is a reasonable price, great quality and portable. All that said, if you want a desktop mic, ignore all that and listen to Gorbash. Also please note I am not an audiofile, I'm passing on great advice from a friend who is and I've never regretted my purchase
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# ¿ Jul 8, 2018 13:08 |
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Comrade Gorbash posted:Working on a Dungeon World hack/2nd edition project and am looking for your best suggestions/ideas. Any update on this Gorbash? If you've got a gdoc or something I'd happily attack it with some comments I'm really asking because I want a DWv2 without writing it myself
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# ¿ Jul 24, 2018 10:11 |
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Pollyanna posted:I would kill for a Dungeon World 2e, assuming it’s done right. Someone made a complication pdf of a bunch of nice homebrew stuff plus some bits and pieces from Perilous Wilds which was a great start, but I don't think it went far enough personally
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# ¿ Jul 24, 2018 10:39 |
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Sounds pretty rad guys! Keep up the good work and keep us in the loop
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# ¿ Jul 25, 2018 16:09 |
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Another very important thing to remember in dungeon world is the players are not looking through a list of moves and saying to you "I roll hack and slash" Your players must be narrative about it, that said if they are gunning for a specific move it is entirely in their interest to let you know, however it's your choice as the GM when/if those moves trigger For example, if a player tells you he runs up to a slime and hits it with his sword then gets the dice out to roll hack and slash, that's when you've got to put the narrative first. Any second rate adventurer knows a sword ain't gonna do poo poo to a slime monster so there's no hack and slash to roll. It's up to you if you follow that up with some narrative how it doesn't work, a soft or a hard move Honestly, I personally don't feel dungeon world makes for a good tactical game, and I'm sure someone will disagree with me. Sure the tags system is there, but personally I feel like they are used better as suggestions to drive the narrative than be used as actual tactical modifiers. I think that DW works best when imaginations are sky high and fantastic. Killing the dragon isn't so much because you had a +2 sword which has +dragonslayer but because a player described how he epically drew the sword from his dying comrade's bloody hands, promised he'd come back to save him, turned to face the sun, blotted out by the dragons shadow, pulled off a cheesy one liner, runs off the edge of a cliff and onto the dragon's back, plunging the sword into its neck while screaming "THIS ONE IS FOR DERRICK THE BARD YOU rear end in a top hat". Roll hack and slash you beautiful bastard
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# ¿ Aug 2, 2018 22:37 |
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# ¿ May 17, 2024 17:11 |
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Rotten Red Rod posted:I was using the tactical combat in terms of comparing 4e to 5e, and why I prefer 4e - because it gives the players more choice other "I guess I just attack again because I'm not a wizard". And that's an aspect Dungeon World shares with 4e that I like - more player choice (although for opposite reasons). I'm aware it's not going to be super tactical, but at least trying to teach and play the game won't feel like another full-time job, so I can accept that. If you are onboard with it then, it sounds like something that could well work for you. PbtA is the king of player choice, since they can do anything which is possible as long as it fits a. what's already been established and b. the current narritive The moves are there to generalise for you, kinda flipping the "old school" DnD >pick a move from a list and describe it mentality and turning it into >describe it and the GM checks if it fits a move So, you should be fine, just make sure that the players are fully aware narritive is king and as the GM you always respond using the rules. Honestly, print a copy of the agendas and your move list and you'll never have a problem. Also make sure you try and do the obvious. This is slipup I've seen people make, they just assume that they need to be edgy and interesting. 9.9/10 times it's better to do the obvious, what you think the players expect, and it keeps everyone grounded in the fiction
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# ¿ Aug 3, 2018 09:31 |