I’m going to playtest a variation of the Jason Cordova labrynth move to simulate something I can the “Death Star…
I’m going to playtest a variation of the Jason Cordova labrynth move to simulate something I can the “Death Star Hustle.” Remember when Han and Luke and company were running around in the Death Star, dodging Stormtrooper squads, kind of a combination of a chase scene with exploration and running fights? The idea is to run a scene like that in Dungeon World. I can think of lots of situations where the party is inside an enemy base or deep in a dungeon where “all sectors have been alerted to you presence!”
Basically I’m thinking if they get a 10+ on the roll, they get a hold and don’t encounter guards.
On a 7-9, they get a hold but have to fight or evade guards.
On a 6- they have to backtrack (lose a hold).
Once they have 5 hold they can find the Oblivion Altar (or hanger bay, or prison level).
What do you guys think? I’ll report back once my players run through it…
Once again, I had a chance to introduce two more players to tabletop RPGs, and I used Dungeon World to show them…
Once again, I had a chance to introduce two more players to tabletop RPGs, and I used Dungeon World to show them what it’s all about. The creativity they were able to bring to the table was amazing … especially considering they had only played video games up till now. Dungeon World is simply an awesome game.
This weekend I’m going to be introducing two more gamers to Dungeon World, running them through my hack of The One…
This weekend I’m going to be introducing two more gamers to Dungeon World, running them through my hack of The One Who Watches From Below for the DCC RPG. I love the feel of that module — the perfect mix of bizarre fantasy, eldrich horror, and pure OSR goodness.
So I think we’re doing magic items all wrong in Dungeon World.
So I think we’re doing magic items all wrong in Dungeon World. Here’s what I’m going to do next time my players find a magic item:
1) Suppose I’m thinking of weapon with, let’s say, three minor powers. I have the player who finds it roll up six powers.
2) From those six abilities, that player has to choose the three powers he wants.
3) Then I start asking the leading questions to get the players to justify the mix of abilities they have chosen.
*Was this made the Dwarves of the Black Hills? Or a night hag during the Twilight War?
*Why did they include Orc Bane and Frost Resistance on this bow?
*How did it fall into the hands of these ogres?
*Why is the black dragon Ancaligon trying to locate it?
*How did it get the name by which it is commonly known?
What do you guys think? Maybe everybody is already doing this. But isn’t this a more “Dungeon World” way of developing a magic item than coming up with powers and backstory myself as the DM? And won’t it lead to more player buy in?
I need some advice from other Dungeon World GM’s. During a combat I will be narrating a soft move against one of the players where an enemy is right on top of them and the axe is coming towards them. I’m trying to put them in a situation where they have to Defy Danger. But instead they will often narrate a Hack n Slash action. “It’s about to bite me? I slash it with my sword!”
I’m trying to put them in situations where they do more interesting actions than just one Hack n Slash after another.
Played my first DW session where five players were delving into a pre-written module.
Played my first DW session where five players were delving into a pre-written module. They got through four combats, two traps and a puzzle in three hours of real time! I knew DW team fast, but I never expected them to fly through the dungeon THAT fast…