OK guys, I feel like I need to become a better GM- I’m stuck in D&D mode in many aspects.
Can anyone recommend any videos to watch to see how it should be done?
OK guys, I feel like I need to become a better GM- I’m stuck in D&D mode in many aspects.
OK guys, I feel like I need to become a better GM- I’m stuck in D&D mode in many aspects.
Can anyone recommend any videos to watch to see how it should be done?
Comments are closed.
Yeah. What do you feel you need work on.
The hardest D&D tropes I had to let go of was “the gm should be the players biggest fans” (as in, it’s not GM vrs players at any time) and doing too many hard moves. In D&D the only recourse you sometimes have is “do damage” but in DW if they role that 7-9, that’s just a lazy option.
Ara Kooser Christopher Stone-Bush I feel like my combats just end up being back-and-forth between two people, hoping for good rolls- but not only with that, but social interaction etc… written examples make it all seem so simple, but I was hoping for a video I could watch to take notes on how thee GMs apply their rules.
Its not gm vs the players in DND either. Not one edition of the rulebooks had that. That’s just how some people grew to play it.
The 7-9s in combat are about making cinematic and unique.
Simple:
“You did it, but didn’t account for its follow through. Roll to avoid being tripped by its mighty spear. What do you do?”
Add enemy
“When your sword splits the skull of the hag, two colored mists float from its skull. They don’t appear to be friendly. What do you do?
Put another character in danger
“Your priest trades blows with the lizardman, but then three spearmen step from the bushes and seem to have taken an interest in your wizard. What do you do?”
My least favorite pieces of 7-9s in rules are resource tracking/taking.
For the most part, adding narrative fiction to all games you play works within that rule system. The apoc engine is built for it, and a lot of others leave it to the table/DM.
Print out a list of the principles, agendas, and the GM moves in big bold text and keep it right in front of you for a few sessions. When it’s time to make a hard move, glance at the list. If you find you’re making the same move(s) too often, try checking them off so you remember to use them all more evenly.
Jason Healey I would debate that D&D is player vrs GM in the encounter sections. You have a dungeon with a set of enemies and tests who’s purpose is to slow you down and wear you out, HP wise and HP surge wise (we were doing 4e) the DM does all the tactical moves and everything. I mean of course you don’t have to do it like that but when I did a written adventure, it felt like I was meant to just wear them down.
I don’t consider encounters the game of DND, but a more tournament style game using DND rules. Encounters was a scenario based event campaign. Nothing about the encounters was in the DND books; it was someone’s content.
You could play DW that way too if you just put the mechanics into a loose structure. The DM can root for 6- or 7-9s; the players can feel vindicated by 10+, and min/maxing any bonus from the situation.
Its like basing the game around dungeon crawling. Classic trope, fits a niche, but it is using the rules (whatever they are) within a limited setting. Not much cause for social interaction if you start your in media res scenario as:
– you’ve all been abandoned here; a prison out of your worst nightmares. You can see each other but little else. You just know that out is up. Four exits leave the room you’re in, all with different colored doors. What do you do? Begin combat romp. May the best player, or DM, win
In the community, just search for actual plays which might give you some GM insight.