I’m plotting two custom moves for a phase of the session I’m running tomorrow evening.
I’m plotting two custom moves for a phase of the session I’m running tomorrow evening. I think they’re in good shape, but I’m curious what people think. The phase involves diving into the depths of an abyss in the shallow ocean floor, from whence issues toxic gas clouds and scalding steam (there is an underwater volcano at the base of the rift). I figure one or two tests for each player before we move to the next phase, depending on how the story goes.
When you descend further into the choking depths of the abyss, roll +[CON or DEX]
– On a 10+, you avoid the immediate dangers.
– On a 7-9, pick one:
– a scalding jet of steam sears you.
– a billowing cloud of toxic gas disorients you.
– On a 6-, you are swept at the mercy of the current.
When you provide guidance to another as they descend, roll +WIS.
– 10+ – Your guidance yields a +1 forward.
– 7-9 – You neither help nor hinder.
– 6- Your faulty guidance leads to disaster.
I’m running a final session for a short campaign tomorrow.
I’m running a final session for a short campaign tomorrow. The majority of the action will take place underwater. They spent last session gathering information and finding a way to exist underwater for extended periods. They ended up finding an alchemist who was able to make them some potions of water breathing (they will grow gills). One player wanted to become a shark. After some negotiation with the alchemist, it was determined that she could make that kind of potion.
Become Shark needs some rules. The player really wants to be able to cast his spells (he’s a wizard) as a shark. While this is cool, I’m trying to figure out how it works. I’ve tried to get him to describe his spells in the past (do they have a somatic or verbal component?). I have not gotten quite enough description to nail that down. Any suggestions on how I should proceed? I’m thinking either:
– he can cast spells as a shark
– I rule that the potion lasts a short time (e.g. one fight) and it makes him awesome melee but not spells.
When not a shark, he can do his spells normally underwater, subject to hopefully cool description of course.
I ran another session tonight.
I ran another session tonight. This makes 4 total sessions and 2 with this particular group. Things went well, I think. We’re still becoming accustomed to the flow of DW as opposed to other roleplaying systems.
One question: Is it necessary to roll spell casts out of combat? Specifically, we’re talking about the cleric, who wanted to heal people (he did so on two occasions in combat, and then another after). On the one hand, I’d expect this to be like taking 10 in another system. Given enough time, the thing can be done properly. On the other hand, doing a spell with no cost seems problematic for the game system as a whole. I considered using time as the cost. In the end, I ignored the issue for this time and decided to find out what I should do.