So here’s something I was thinking about playing around with in Dungeon World, as a way to facilitate player-generated story elements. It’s similar to the love letter concept, but takes the idea even further into middle school territory.
Dear Thief,
In the last session, you got the opportunity to lift something valuable, but someone would have noticed. Did you? Check one.
() Yes
() No
I like it. I do this with bonds based on hard moves. I do weird things with bonds and this seems more kosher.
I’d like to hear more about what you do with bonds.
Love this. First thing that came to mind?
Dear Cleric,
Your goddess has revealed herself in a dream and told you to do something terrible. Will you obey?
() Yes
() No
Yeah, that would totally work too.
Dear Brian,
I am totally yoinking this idea for my own campaign.
Is that OK with you?
() Yes
() No
Dear Ranger,
You spotted the tracks of a dangerous but rare animal with highly prized horns. Do you tell the party?
() Yes
() No
I allow players to create bonds with NPCs and even to groups. I had an player create a bond, “I will end Kryos or destroy the world trying!” Normally I try and get them to create shorter term bonds but she was adamant. I also award XP for playing to, but not resolving bonds.
That’s solid. I have this idea for a compendium class that just gives you bonds, and maybe a move that keys off of them.
I’m now envisioning an Empath class (or something like it)
That might work. Got to think on it some more.
This is a cool idea.
Make them check yes or no and then just leave them in the middle of the table without picking them up to look. Wait until it might be important and then just flip it over. Savor the suspense.
Let them mark XP if they bring it up first.