I’m hoping some of you could help me out.

I’m hoping some of you could help me out.

I’m hoping some of you could help me out. When you introduce a special item or an object/location with a custom move, how much do you reveal vs make them “figure it out”?

Take for example a shrine with a custom move. When they come across it, do you tell the players if they do such and such and roll this will happen? Do you make them guess? Spout Lore? DR?

Hi there.

Hi there.

Hi there. I just finished GM-ing a session that I thought went pretty well. Everyone at the table seemed to enjoy it as well. But then one of the players said he didn’t have fun because his character didn’t get to “do much” — even though his character was “on screen” (so to speak) for a lot of the time and was doing all kinds of interesting and heroic things.

When I asked him to describe a little further what his frustration was, he compared DW to various computer games (which he plays a LOT). I think coming out of that mindset, there are two aspects to DW that are frustrating to him:

1. He seems to be very concerned about being “rewarded” with XP and leveling up. Almost as if the point of the game is to see how quickly he can level his character up. That the fiction is there to serve as a backdrop to getting his reward rather than playing to find out what happens.

2. Tied in with that is the expectation that the monsters should match level with the players. In other words, as first level characters they should have a bunch of “easy” monsters they can just stomp their way through until they level up and then move on to stomping their way through slightly hard monsters until they reach the next level. He seems frustrated by the fact that they are encountering monsters that are well beyond their current level.

Am I doing something wrong? Anyone experience this before?

Complete newbie GM question here regarding items and custom moves in DW:

Complete newbie GM question here regarding items and custom moves in DW:

Complete newbie GM question here regarding items and custom moves in DW:

When players first encounter a new magical item how much do you reveal about it to them. Do you have them try and figure it out by using it? Do you just hand them the information? Do you have them spout lore? Take it to a specialist?

I have the same question for a location that has a custom move associated with it. For example, do you just tell them outright what the possible outcomes are involving the roll? Do you hint at what it might do?

Any help would be appreciated.

Hey guys, I’m new here as well as relatively new to DW, so go easy on me.

Hey guys, I’m new here as well as relatively new to DW, so go easy on me.

Hey guys, I’m new here as well as relatively new to DW, so go easy on me. I was hoping to get some feedback on an idea I had for a custom move. For all I know there is something similar out there already that I can just borrow.

Make and Enhance Master Item

When your character levels up, you have one opportunity to construct or enhance a special item that demonstrates your progress towards mastery of your class. Answer the following questions:

* How did you make or enhance the item?

* How does the item enhance your class?

* How are you personally connected with the item?

On a 10+ choose one:

* You constructed your item: +1 to a specific ability modifier when used; 1 use per session

* You enhanced your item: +1 to the modifier

* You enhanced your item: +1 use per session

On a 7-9, choose 1 of the above but add 1 tag to the item:

* Awkward

* Dangerous

* Slow

* Clumsy

* Fragile [each use roll d6: 1-3 the item is destroyed when used]

On a 6- the item and all material are destroyed.

Players only have one opportunity per level to make/enhance their master item. Each player may only own one master item at a time.