On another message board, a GM wrote “I liked [Dungeon World] fine

On another message board, a GM wrote “I liked [Dungeon World] fine

On another message board, a GM wrote “I liked [Dungeon World] fine … but my players didn’t. The dissociated mechanics were too weird for them.”

I didn’t know the term “dissociated mechanics”. It comes from http://thealexandrian.net/wordpress/17231/roleplaying-games/dissociated-mechanics-a-brief-primer. The brief version is “look at the player’s decision-making process when using the mechanic: If the player’s decision can be directly equated to a decision made by the character, then the mechanic is associated. If it cannot be directly equated, then it is dissociated.”

Most DW moves are associated. Like, in Hack And Slash, “At your option, you may choose to do +1d6 damage but expose yourself to the enemy’s attack.” The character can choose to expose himself for a benefit and a cost.

Some others are disassociated. A Wizard “Cast a Spell” 7-9 option:

*The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the next time you Prepare Spells.

That’s a player choice, not a character choice; the character didn’t choose to disturb the fabric of reality, but the player did. The sort of decision that’s only made GMs, rather than players, in many other RPGs. And some of my correspondent’s players find that weird.

What I’m wondering is: Does it have to be this way?

If the 7-9 Wizard cast a spell were instead:

“✴On a 7-9, the spell is cast, but takes significant extra effort. Choose one:

You make abnormally loud commands and wild gestures. This draws unwelcome attention or puts you in a spot. The GM will tell you how.

You force the spell out through sheer willpower. This disturbs your previous preparation —take -1 ongoing to cast a spell until the next time you Prepare Spells.

You use the spell’s own energy to release itself. After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.”

We get the same effects, recast as player choices. No disassociated weirdness any more.

So then the question is, can we do the same (or similar) for every disassociated move for the benefit of those players who don’t get along with them? Can we find examples where we can’t?

http://thealexandrian.net/wordpress/17231/roleplaying-games/dissociated-mechanics-a-brief-primer

*The Dragon Puncher, a (small) DW compendium class*

*The Dragon Puncher, a (small) DW compendium class*

*The Dragon Puncher, a (small) DW compendium class*

“You can’t punch a dragon” say the Sages. And the Adams. But you did! You punched a Dragon! You didn’t damage it, mind, inch thick scales and all that. But it’s got to mean something, right?

*When you’re killed by a Dragon you’ve punched*, roll +Cha

10+ The Bards will forever sing laments for the brave soul who punched a Dragon

7-9 The Minstrels will forever sing ditties of the fool who punched a Dragon

6- A child makes up a limerick about punching a Dragon that doesn’t mention you at all.

#FairlyUselessMagicItemMonday

#FairlyUselessMagicItemMonday

#FairlyUselessMagicItemMonday

Everards Composting Trousers

“Aloof, he was. Every so often, he’d get this look on his face, like he had a special secret, something happening that you didn’t know about. He never came here. We wouldn’t have wanted him, anyway, not wearing those smelly things”.

Once a day, the owner of this magical clothing can skip a visit to the privy that would otherwise be necessary.

One of my players – the Wizard – expressed dismay at getting an experience point, as she “didn’t want to pass level…

One of my players – the Wizard – expressed dismay at getting an experience point, as she “didn’t want to pass level…

One of my players – the Wizard – expressed dismay at getting an experience point, as she “didn’t want to pass level 10 and have to stop playing [her character]”.

Clearly carrying on is an option, either in a new class or with an apprentice. But I’ve no idea how this works in practice.

Can anyone share experiences of (themselves or their players) passing level 10?

The Heart of K’z’kk’d the Soul Ripper

The Heart of K’z’kk’d the Soul Ripper

The Heart of K’z’kk’d the Soul Ripper

The Heart is a large faceted lump of onyx, cut in a conventional poetic heart-shape. It glows blackly with the spirit of K’z’kk’d the Soul Ripper. While the spirit is in your possession, gain the following moves:

Soul Rip

When you reach into a creature and rip its soul from its body, roll +CON

*On a 10+ you pull the soul from the target’s body and hold it in your grasp. It may attempt to bargain with you for its continued existence; do with it what you will. 

*On a 7-9 the creature takes D6 damage, ignoring physical armour. If this kills the creature, you hold the soul (as per 10+), otherwise the creature makes an attack against you.

Consume Soul

When you consume a held soul, it feels great; you cackle or otherwise exult with the power. Take +1 forward to your next three rolls. 

Transformation

Each time you level up having consumed a spirit:

• Remove a vowel from your name.

• The following transformations occur in turn:

1. Your back legs become hairy and goat-like, your eyes have glowing red pupils,

2. You grow Bull/Cow-like horns, and to 1 ½  times your current size,  

3. You grow a second pair of arms, and to 1 ½  times your current size, 

4. You have the head of a Bull/Cow, and to 1 ½  times your current size; you have transformed into the form of K’z’kk’d.

 Each time you level up thereafter, you grow to 1 ½  times your current size, until you reach 30 feet tall.

Also, roll + WIS:

* On a 7+ your alignment doesn’t become “evil”.

K’z’kk’d the Soul Ripper 

K’z’kk’d dwells in a labyrinth-enclosed underworld tower, eating souls, enacting eldritch rituals, performing radical surgery, and excising surplus vowels. The tower’s denizens include innumerable imps, gargantuan hounds, and the various companions and playthings he has constructed and animated by those souls which have impressed, bargained or pleaded successfully to avoid their immediate consumption. 

K’z’kk’d has secured his essence into the Heart. When in his own realm, he can possess nearby creatures or animate constructed bodies – his usual form is that of a gigantic four-armed Minotaur. He returns to the Heart on the body’s destruction, whatever the distance and regardless of the Heart’s location. 

It has been known for act of warfare, betrayal, or theft to remove the Heart from its home in the underworld and it come to the realm of men. K’z’kk’d’s spirit (if returned to the Heart) will endeavour to seduce the owner with dreams of power. Give the above moves sheet to the Heart’s owner – K’z’kk’d describes and instructs the owner in the use of its/his powers, neglecting only to mention that K’z’kk’d will be able possess the transformed body (in order to return home) once the transformation is complete.

Note: The moves apply equally to “Spirits” as they do to “Souls”, should the distinction matter in your game, in which case Souls are rather more tasty.

https://docs.google.com/file/d/0B8oNSU5m21CqLU1HYzdZU1dPWFk/edit?usp=sharing

Can a cleric cast word of recall, then learn some other spell and still have the recall work on the command word?

Can a cleric cast word of recall, then learn some other spell and still have the recall work on the command word?

Can a cleric cast word of recall, then learn some other spell and still have the recall work on the command word?

How about casting a true seeing, and then replace that while its still ongoing?

Or a wizard with invisibility?

Most folk passing through Enoch Gap assume “the Gap” refers to the pass through the chalk downs where the village is…

Most folk passing through Enoch Gap assume “the Gap” refers to the pass through the chalk downs where the village is…

Most folk passing through Enoch Gap assume “the Gap” refers to the pass through the chalk downs where the village is located, or the inn of that name where they spend the night. Only those with knowledge of the secret histories of the world, or those who sufficiently annoy the locals, will be directed away from the main road and up the winding sheep path to the top of the escarpment where (it is said) Enoch made the Gap.

Surrounded by a low wall to prevent accidental ingress, two halves of a 30′ honey-coloured boulder jut from the meadow, split in two by some ancient calamity. In the split is the Gap itself; not a black void, but a fuzzy grey nothingness, a blind spot unresolvable by normal vision

.

Various truisms: Legend says that many years ago Prince Edric the Foolish led his men into the Gap, and none ever returned; the same goes for many less notable locals, sheep, birds, rabbits and the like. You can’t see through or past the Gap. It looks pretty much the same from all sides. Objects thrown or propelled into it don’t come out, even if their trajectory would imply they should. Poles, arms, and adventurers, half-thrust or dangled into the Gap, may be retrieved unharmed; persons retrieved report seeing, feeling and hearing an all-encompassing nothingness.

Such a thing can’t be just a route to annihilation, though, can it? It must lead somewhere. There’s only one sure way to find out…

Are the battle axe, long sword and flail in the rules – weapons that give +1 damage – supposed to be two-handed…

Are the battle axe, long sword and flail in the rules – weapons that give +1 damage – supposed to be two-handed…

Are the battle axe, long sword and flail in the rules – weapons that give +1 damage – supposed to be two-handed weapons? It doesn’t actually say so.

I’m not interested in historical or other game definitions; I know all that. Nor “Do what you want” answers. Merely this game’s authorial intent.