Bonds.

Bonds.

Bonds.

My players aren’t getting it.

Every session I try to explain to them how to make bonds that will resolve in a session or two. But most of them still have a lot of the original bonds they started with.

This is after 8 or so sessions. A couple of them are 3-4th level. This means they rarely miss rolls anymore. So really their best opportunity for experience points is their bonds.

I know – I need to drive play more towards their bonds; and create situations that are almost “kick in the face” related to their bonds.

But… I’d also like to provide them a compendium of bonds that they can choose from or be inspired by.

Can anybody think of a list I can print out – one huge document?

The attached link is a cool tool and I’m going to try it with my group.

But if there isn’t a huge list of bonds anywhere… I may just have to create it and ask everyone here to add to it.

Would others find that useful? Would I be recreating the wheel?

http://takeonrules.com/2013/01/02/random-bonds-generator-for-dungeon-world

6 thoughts on “Bonds.”

  1. Let new bonds grow organically from play.  And as two or more characters interact in a meaningful way, prompt the players.

    “I’m intrigued that Jojo exposed herself to that attack to render aid to Baffaldor The Grumpy.”

    “Baffaldor, do you incur a sense of obligation? Perhaps:

    ‘Jojo has my back, and i will have hers.’  Or

    ‘Jojo pulled me out of a fire; i don’t like owing her, and will re-balance the scales.'”

    “Jojo, you have come to Baffaldor’s aid.  Is this indicative of things to come?  How about a bond such as:

    ‘Baffaldor is brave in the face of danger, and i will keep him safe.’ or

    ‘Baffaldor’s recklessness is going to cost us; i will teach him caution.'”

    Help the players learn how to turn in-game actions into ways that will help shape their characters.  One of the beautiful things about Dungeon World is that we aren’t expected to know who the characters really are when we start.  We can leave plenty of room to learn about them as we play.

    So if i’m playing Baffaldor, and Jojo takes a bond that i’m brave and she’ll protect me, i may find that i play a little more courageously, but not necessarily taking crazy risks.  On the other hand, if Jojo takes the bond that i’m reckless, i may rise to that challenge, and go reckless in a big way; if Jojo includes the bit about teaching me caution… will I learn that Baffaldor is open to lessons, or perhaps a reluctant student?

    Basically, don’t use bonds merely as a checklist to attempt for an XP per session.  Use them to spur character interaction and development, encouraging players to be mindful of the bonds during play and to look for opportunities to spin new bonds out of their actions.

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