How much Load to carry someone?
(I ask because the party hacked the legs off of a dwarf who betrayed them, then cauterised the stumps, and now one of them is carrying the dwarf on their back.)
How much Load to carry someone?
How much Load to carry someone?
(I ask because the party hacked the legs off of a dwarf who betrayed them, then cauterised the stumps, and now one of them is carrying the dwarf on their back.)
+1/-1 Coins for +1/-1 forwards – for use at the table.
+1/-1 Coins for +1/-1 forwards – for use at the table.
I usually use name tags and sit little markers on them to keep track of +1 forwards. But it’s occurred to me that it would be better to hand out coins / tokens to that effect so that the players affected can see and remember their bonus.
After all, +1 forwards is a bit like a Bennie from Savage Worlds. It’s there for a little boost and then spent. But it really helps to have some system to keep track of it – especially when you have a caster in the group who is accumulating penalties and bonuses all the time.
Does anyone know of a game that already has +1/-1 tokens? I could simply order spare parts for them and that would be very easy.
Otherwise I may invest in having some bespoke coins made – perhaps with bigger ones for +1 ongoing. I’d probably have to order in bulk, so if anyone else is interested let me know.
Aid +2
Aid +2
Apocalypse World 2e uses Aid +2 instead of Aid +1. I think this is due to how difficult Aid / Interfere is to hit. Interfere is great for solving player disputes, but Aid gets tried once and I find it impossible to get players to engage with this rule when it’s so hard to achieve and the reward sounds so meagre. I’ve had plenty of people argue the maths to me, but all the players I’ve had aren’t strong on maths. They try Aid, in practice it’s shit, so they never do it again. Bear in mind I’m not talking about a static group here, I get new players every week. No one likes Aid – I even spend 10 minutes explaining how important it is and they don’t like it when they try it.
This leads to me doing what I call Turret-GMing. I turn to face each player and talk only to them, going around the table. This style is a bit stressful for me as I see players getting bored waiting to be aimed at.
I tried Aid +2 yesterday, and players experimented with Aid / Interfere more. People got involved in each other’s turns. Mechanically, the +2 had no effect on the game – no one rolled a result where the extra 1 mattered. But the dynamic at the table was more positive. Teamwork was worth trying.
I’m going to maintain this house-rule for now, and see how it rides out. I may be wrong, and it may be a fault in my style. But I prefer play to be more of discussion where everyone feels they can contribute – this change does a lot to achieve that.
What are your thoughts on this?
Most of our players are on holiday this week.
Most of our players are on holiday this week. Anyone fancy joining our table this Sunday in London? We’re at the Dalston Loading Bar 3.30pm:
http://www.meetup.com/Table-Top-Roleplaying-at-Loading-Bar/events/230972785/
The group has been slowly collecting parts of a big magic item as well as getting knee-deep in the local drama. Would be great to see some new ideas enter the world.
http://www.meetup.com/Table-Top-Roleplaying-at-Loading-Bar/events/230972785
The Druid Shapeshift move is giving me trouble.
The Druid Shapeshift move is giving me trouble.
The way it reads seems like I’m setting traps for the player to use up their form, encouraging them to seek other behaviour to maintain it. Or worse dictating what they can do in the form – which may not match their intent, making the experience of playing the class unsatisfying.
I’ve read other descriptions of how people GM it and many don’t seem to be a fan of the characters. They seem to lump the player with moves that may sound cool but do not match the reason the player changed form. Or they’re straight up jokes at the player’s expense.
I’m tempted to just ask the player what they want to do in their form and give them moves related to that intent (or on 9- add complications to those moves).
How do other people handle the Druid?
Hullo.
Hullo. Just cross post from twitter / reddit about a tool I made for Dungeon World. It’s an abridged SRD and random elements generator. It will work offline once you’ve visited the page (it does a bit of caching magic).
http://robotacid.com/games/dw-improv/
I built it because the current SRD site and other random generators only work online. They also spit out just one result at a time (encouraging rerolling to get a better result).
It’s on GitHub in case you want to improve it or use it as a base for a new project: https://github.com/st33d/dw-improv