So, Bonds. I’m three sessions into a DW game, and none of my players have chosen to resolve a bond yet. None of them seemed too inspired by the choices at the start of the game. And they rarely choose to roll Aid, so Bonds are kind of just lying there like dead fish in our game. I think they’re not really getting how to make them fun or interesting, and I’m not sure how to explain it.
Do y’all get a lot of action out of Bonds in your games?
Related, in a comment below Marshall Miller wrote about Madness bonds that “You would want to have things that triggered your madness or find ways of acting on your madness in the game because you couldn’t get XP at the end of the session if you didn’t interact with or resolve your madness. If the end of the session comes up and you look back and your madness hasn’t come up, you are neither hurt nor benefit from your madness.” As I read the rules, you only get xp if you resolve a bond, but maybe it would be more interesting if they were like alignments, and you could get xp for just having them come up in play. Do any of you play it that way?
Allowing an xp for each bond might be too much, but maybe one xp if any of your bonds come up would work out.