My main campaign won’t start up again until April, but I’ve been dying to GM so I ran a one-shot for some…

My main campaign won’t start up again until April, but I’ve been dying to GM so I ran a one-shot for some…

My main campaign won’t start up again until April, but I’ve been dying to GM so I ran a one-shot for some experienced players last night. I gave them the option of choosing two 2-5 moves, or one 6-10 move.

My best player, Dave, chose Immolator and picked Watch the World Burn. At one point the party was facing a horde of zombies, so he whipped out Watch the World Burn and rolled a 7. He said “Dang, I was actually hoping to fail because I wanted to see what would come with the storm”, and the other players laughed and thought it would be cool as well.

My response was “Didn’t that zombie club you in the head pretty hard?”

With eyes wide he quickly checked a section of the rules and said, “Yes, yes it did. My ears are ringing and my vision is blurred. I’m kind of out of it.”

“Yep, sorry, mark the Confused debility, which subtracts 1 from that roll, making it a 6. The sky rains fire devouring the zombies below, but also inflicting 1d6 damage to each of you, ignoring armor, but something else seems to be happening as well. What looks like a ball of flame right at the center of the storm is quickly expanding. In only a few moments it bursts like a bubble and something drops from the sky. The ground shakes as it lands very close to you, knocking you off your feet, and you find yourself staring into the flaming eyes of a Balrog (because I couldn’t think of anything else at the time). The creature snaps it’s flaming whip in your direction and starts to move towards you. What do you do?”

Normally I wouldn’t fudge a roll, especially in DW, but my players REALLY wanted to see what would happen there if he failed. I asked Dave what would have happened if he’d rolled a 9 or 10, and he said he’d be fine keeping it. It was only because he rolled a 7 (SSOO close to failure as he put it) that he wanted to fudge it.

Has anyone had a similar experience? Should I have left the dice alone, or was it OK for me to fudge the roll?

I watched the Dungeon World September One-Shot in YouTube over the last couple nights.

I watched the Dungeon World September One-Shot in YouTube over the last couple nights.

I watched the Dungeon World September One-Shot in YouTube over the last couple nights. It’s a fantastic example of great GMing (would you expect less from Adam Koebel??) and three tremendous players. I recommend it as a MUST VIEW for anyone wanting to GM or play Dungeon World for the first time!

https://youtu.be/D5FZ1Hw2EHs

I write guest articles for GnomeStew occasionally. My second was published today :)

I write guest articles for GnomeStew occasionally. My second was published today 🙂

I write guest articles for GnomeStew occasionally. My second was published today 🙂

http://www.gnomestew.com/general/what-are-your-npcs-aims/

http://www.gnomestew.com/general/what-are-your-npcs-aims/

Something happened last night in my 1on1 game with my son that I’ve never seen in a tapletop RPG before.

Something happened last night in my 1on1 game with my son that I’ve never seen in a tapletop RPG before.

Something happened last night in my 1on1 game with my son that I’ve never seen in a tapletop RPG before. I was describing a scene in a tavern where my son’s wizard was to make a contact when, as a throw away line, I mentioned a pair of men in the corner playing a card game.

“Oh?! Is it like Gwent (the minigame in Witcher III) or Caravan (the minigame in Fallout New Vegas)?”

I’m used to having a minigame in CRPG’s (The two above are excellent, as is my favorite: Triple Triad from Final Fantasy VIII), but I’ve never seen or done it in tabletop.

I told him “No, these fellows are just playing poker. But there is a game that people play called Kazu (I totally made it up) that is collectible, and they have tournaments sometimes. Someone here may be able to tell you where to find a game.”

That gave me time to think, and when he asked one of the poker guys if anyone in town played, I was able to tell him that they didn’t anyone here that played it, but they knew some guys in Slovinsk (a nearby town that we had already established) that did.

I see how I can use Kazu players for quests, information, and other things… BUT now I have to invent a small collectible card game called Kazu!!

I really need some help with this everyone!! I have a ton of games at home. Exploding Kittens (look it up, don’t judge it by the name) is quite fun and hilarious really, and I can absolutely see how I can make it “collectible”, and I have Magic: The Gathering cards from every set from 3rd Edition to Dragon’s Maze (The final set in the Return to Ravnica Block). But I am TOTALLY open to suggestions so that when my son tracks down J’Zargo in Slovinsk they have a game to play!

The Goonies

The Goonies

The Goonies

I’m usually not very creative when it comes to traps. A pit trap, falling rock trap, or maybe poison arrow trap are my go to’s.

The Goonies movie has some of my favorite traps ever, and I’m disappointed in myself for not working harder to use them in play.

The Goonies traps have a quality that I feel I SHOULD be emulating, but I’ve gotten so used to “standard roleplaying traps” that I just throw them in as a quick hazard.

What is that quality? Tension!

They take a little time to fully go into effect. What does that do? It adds tension and drama. They can see it coming. They know they’re going to get crushed by the gigantic falling rock (rather than just getting crushed by a gigantic rock), or fall to their deaths if they don’t play the piano correctly – “If you don’t play this right, we’ll all b flat”. It’s not “we triggered a trip wire and a rock fell on us”. It’s a LOT more tense than that. They add tension in another way too by slowing them down, allowing the Fratelli’s to catch up. Each time the kids got a good lead on the villains, a trap slowed them down just enough to let the Fratelli’s catch up again.

Now I’m not saying that every scene or game should be a chase. But I think traps should add tension, and not just be a quick hazard. I’m going to try very hard in the future to make my traps tension-generators rather than hazards, and I feel that DW’s narrative structure is the BEST way to achieve that!

How have you used traps as tension-generators? I’d love some ideas for my future campaigns!

So my 14 year old son watched us finish up my campaign Wednesday night.

So my 14 year old son watched us finish up my campaign Wednesday night.

So my 14 year old son watched us finish up my campaign Wednesday night. To my astonishment, he showed some real interest in playing (I play a ton of board games and love to roleplay, but he’s always been against it in favor of video games).

Yesterday was way too busy so I told him we’d play one-on-one tonight (because he wants to see how it goes before he joins a group). I have never done one-on-one and I know he wants to play a wizard.

Can you give me some tips and suggestions for playing one-on-one with a wizard? Do (should?) I play a character as well as GM to help him out? What type of adventure would be good for a single wizard? Do I give him a few followers right off the bat?

I think I’m more nervous GMing for my son than I would be for a complete stranger.

Thanks in advance for all of your help!

I’m in DC for Packers at Redskins this weekend.

I’m in DC for Packers at Redskins this weekend.

I’m in DC for Packers at Redskins this weekend. I’ve been to large cities before, including DC, but only ever for business (meaning I didn’t have a lot of time to explore).

I spent about 6 hours walking around DC last night, and didn’t even scratch the surface of what all there is to do and see. We have lots of time to explore again today because the Packers don’t play until 8:30.

I know there are campaign settings out there that take place entirely in a city. But are there any that that take place entirely in a RUINED city?

I’m thinking of I Am Legend (the movie… never read it) type ruination, which I feel can easily sustain an entire campaign. I’m looking at these monuments and statues and thinking how interesting it would be to model a ruined DC as a campaign setting (yeah, Fallout 3 did it, but you know that’s not what I’m talking about).

Is there anything like that out there right now? Has anyone home brewed it? Thanks!

Thinking about some desert-based moves to accompany my Sand Dragon:

Thinking about some desert-based moves to accompany my Sand Dragon:

Thinking about some desert-based moves to accompany my Sand Dragon:

When you enter [the desert], set WATER equal to your constitution.

When you must consume a ration, or when you perform a physical task, you must consume a liquid or decrease your WATER by 1.

When your WATER reaches 0, your HP is reduced to 0, and you Take your Last Breath.

I know DW isn’t about simulation, but I’m trying to simulate the need for hydration in a desert, and the scarcity of water in that environment. Are there already some moves floating around that accomplish this?

How can I improve this please? Thanks!

Final Session

Final Session

Final Session

How have you all approached the final session of your campaign?

My next to last session is this Wednesday, with the final next Wednesday. BECAUSE it’s so narratively driven, after this week’s session I plan to hand out a small questionnaire about how players feel about the fates of their characters.

Question number one is: Would you prefer your character to live or die, or would you rather just play to see what happens?

Have any of you done anything like this? If not, why not and if so, how did it go over? Should we just play to find out what happens?

My primary reason for doing this is to set up my next campaign. My players know that the next campaign will take place in the same world, but at a different time. They don’t know yet, but I plan to set it 20 or so years in the future, based around a villain that they will meet for the first time in this weeks game.