How hard do you run?
Was thinking about this, how hard do you move against your players when they give you a chance to move? Do you hammer them hard with each miss, making them regret the day they were born? Or do you hold off on hard moves for one or two mis-steps?
Was thinking about this because of my session this week. I’m probably pretty soft in terms of moves outside of combat, at least on the first 6-, but I generally run at least one monster in each session as an absolute killer: a simple ghoul became a Super-Ghoul that ripped the barbarian’s ear off, and nailed him to the floor in with his radius and ulna after the barbarian took his hand.
I think I’m also looking for suggestions on how other people make combat harder. The past two sessions my tough monsters have been skilled enough in combat that it was a defy danger to even get close enough to touch them, hitting hard and knocking them around as I did.
This is my first time making up a monster for Dungeon World, and I’m pretty sure it’s a sign that I hate my players.
This is my first time making up a monster for Dungeon World, and I’m pretty sure it’s a sign that I hate my players. The party is heading deep into an ancient Dwarven Kingdom to find one of the cracks in the walls of Death’s kingdom (Death in our game being mostly a neutral force who’s not terrible fond of souls getting out as undead).
I’ve run three sessions so far; their Cleric has made a last breath roll in two of them, and I just flat killed the druid when the party got ambushed by a bulette. And looking at what the mountain king has going for him, I think I’m going to see a complete party wipe when they get into combat with the ancient king.
I’m trying to figure out some magic items to give out to my party members, and would like the bright minds here to…
I’m trying to figure out some magic items to give out to my party members, and would like the bright minds here to offer some advice. I have two items I handed the party at the end of last session, and I’m not sure what they do.
Explanation of the place they found it: In our campaign, Death is a neutral entity that despises the undead, as they are pulled from his kingdom. And our cleric got the choice at the end of the first session: serve me or step through these nice black doors (he took the deal). So our newly minted cleric of Death and crew ran across an ancient pyramid that was constructed as a resting place of a previous Cleric and servant of Death to seal a crack in the wall of Death’s kingdom. After exploring the pyramid, they find and fight the defiled mummy of the cleric, breaking the spell holding him and opening the way to the tools he had in life: green leather armor and a heavy bronze sword.
And I have no idea what they’re going to do.