I’ve run DW a grand total of four times, twice each for two different groups of 5th graders.

I’ve run DW a grand total of four times, twice each for two different groups of 5th graders.

I’ve run DW a grand total of four times, twice each for two different groups of 5th graders. Tomorrow, I’m running it for an unknown number of adults for the first time. One situation the heroes may face involves diving 30 feet down to a shipwreck in shallow, reefy seas. I briefly considered writing a custom move for the dive/exploration, but I’m now not convinced this is either necessary or a even a particularly good idea.

Thoughts?

7 thoughts on “I’ve run DW a grand total of four times, twice each for two different groups of 5th graders.”

  1. That confirms my second impulse. 🙂

    I’m untraining myself from running games that have a more explicit skill system, et cetera. Baby steps. Baby steps.

  2. Number the sections of the ship.  If they are looking for something let them roll+con.  10+ choose 2-3, 7-9 choose 1 or 2.  Choices can include roll to find the object (1d# of locations left, if the roll matches the location they are in they find it, otherwise they cross it off as a possibility), you find something else useful, you are alone, you don’t get stuck.

  3. “Prudence, you’ve dived down to the uppermost edge of the shipwreck.  Why is it you can go this far underwater without fearing suffocation?”

    (I have a bucket over my head, tied to my shoulders and a rock tied to my feet so I could sink and breath!) “Cool!” (In a fight later her rock gets cut loose, or she does something silly because she can’t see anything that’s not directly below her.)

    (A local witch gave me a stone I could hold in my mouth that lets me breath water like air!) “Interesting.  What did you offer her in exchange?”

    (I, uh, just did it.) “You’re a badass.  I love it.  Roll a Defy Danger, Con based.”

  4. Dissenting opinion: players can have wildly different opinions/expectations about what you can or can’t do underwater, how long you can hold your breath, etc. To put everyone on the same page and add a certain amount of tension, consider a hold mechanic to represent them holding their breath.  Something like:

    When you take a deep breath and plunge under the waves, hold breath equal to 2 +CON.  While you remain underwater, spend 1 breath each time you make a move. If you make a move while out of breath, mark a debility. If you’ve marked all the debilities, take your last breath instead.

    And maybe also: When you suffer injury while holding your breath, Defy Danger to avoid sucking down a lungful of water.  (This one is pretty harsh, so you might not want to use it.)

  5. I’m stealing that first move, Jeremy.

    I’d also make the very first soft move a loss of hold (or hard move a loss of 2,3) to set the stakes higher by adding more uncertainty for how long they can stay down there.

  6. Sean Fager yeah, the “breath” hold gives you all sorts of options for GM moves and 7-9 results. 

    Tell requirement/consquence: “You can pry it open, but it’ll cost 1 breath”

    Use up their resources:  “The octopus squeezes you with its tentacles, dealing X damage and forcing 1 breath out of you!” (or for a harder move: “…and forcing all your breath out of you!”)

    Hard bargain on a Defy Danger: “You can squeeze out, but you’ll either need to cut the cords on your backpack or spend another 1 breath.”

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