Jeremy Strandberg, the Dungeon World Tavern seems to have largely reconstituted over at MeWe, led through the…

Jeremy Strandberg, the Dungeon World Tavern seems to have largely reconstituted over at MeWe, led through the…

Jeremy Strandberg, the Dungeon World Tavern seems to have largely reconstituted over at MeWe, led through the perilous wilds by the staff of Yochai Gal and including bunches of people you enjoyed talking with over here.

I hope we don’t lose you though! How are you faring in these straitened times?

Perilous Wilds: Followers Shall Be Splintered?

Perilous Wilds: Followers Shall Be Splintered?

Perilous Wilds: Followers Shall Be Splintered?

Everyone knows about Trollsmyth’s house rule for shields in B/X: “Any time you take damage, you can opt instead to say your shield absorbed the force of the blow. The shield is shattered and must be discarded, but you don’t take any damage from that hit.”

Somewhere I saw someone mention using the same house rule for OSR Hirelings.

So I’m curious about exposing the implications of making it a Follower move, using Perilous Wilds:

When you take damage, you can pick a Follower in reach of the attack to absorb the force of the blow instead. The Follower is killed or crippled, but at least you didn’t mess up your hair.

Maybe roll +Loyalty before they take the blow, and determine the outcome based on that?

What do you think?

End of Session questions

End of Session questions

End of Session questions

Change the question

“Did we learn something new and important about the world?”

to

“Did we cross a threshold into new and unknown danger?”

It still deals with discovery. But, suddenly the players get points not for their philosophical musings, but for penetrating deeper, more dangerous areas and exploring the unknown.

What questions have you changed, whether for a session or for a campaign? How did it affect play for better or worse?

“The Witch and Her Consort” – Planets Collide, Session 28

“The Witch and Her Consort” – Planets Collide, Session 28

“The Witch and Her Consort” – Planets Collide, Session 28

4 weeks ago, we picked up our ongoing Dungeon World campaign again after a few months on hiatus. Since one of the players moved out of the region, the game has moved online, using Roll20 for sheets and handouts, and Discord for video chat.

2 weeks ago was Session 28, and we’re gearing up for a riotous and/or catastrophic Session 29 on Saturday. The TLDR version is this:

– The home team had a talk with a dragon that was involved in the failed ritual to keep 2 planets from colliding—the kind of talk that ended in one of those “Enough talk—HAVE AT YOU!” moments.

– The away team caught up with a witch that they bargained with before, and subsequently quested to destroy. It was the most terrifying encounter of the campaign so far. The Ranger was gobbled up by the witch, who escaped before the Paladin could get at her. The Paladin’s new Quest is to rescue his comrade.

Let me know if you have questions about how the moves and other game mechanics interacted to produce any particular outcome.

Skirmish

Skirmish

Skirmish

I’m working on a move for large-scale battles. As soon as I got wind that large-scale battles would probably come up in the Planets Collide campaign, I picked up The Last Days of Anglekite by Magpie games. But Anglekite’s subsystem with Force dice and generic “harm” stuff didn’t quite suit what I was looking for. I wanted something more in line with Followers from Perilous Wilds.

But the Anglekite battle move had some cool ideas, so I started with that. Here’s my current draft—very much a work in progress—brought back to the drawing board with inspiration from Jeremy Strandberg’s recent work on an alternate Hack & Slash.

Yochai Gal suggested I share it, and I realized that would be a great way for me to uncover obvious problems and possibly make it better. And if it helps anyone else solve the problem, all the better! Here goes.

When you lead a force into battle, roll +Loyalty.

* Take +1 if your side has superior equipment, supplies, or intelligence.

* Take +1 if your side has a decisive advantage in this terrain or environment.

* Take -1 if you are clashing with a larger force.

* Take -1 if your side is a non–mythic force clashing with a mythic force (divine, magical, planar, or legendary).

✴On a 7+, the bigger force deals its damage, +1d6 extra, to the smaller force; and the smaller force deals its damage to the bigger force. If both forces are the same size, then they both deal their standard damage. ✴On a 10+, choose 2. ✴On a 7–9, choose 1.

* Your force suffers no casualties from the enemy’s attack: Ignore your enemy’s damage.

* Your force fights with ferocity: Add +1d6 to your damage.

* You hold the line on territory you are defending.

* You claim a new position from the enemy.

I’d love to hear any feedback or scorn you can meet out. Iron sharpens iron, people! Bring your iron and fight!

Or, you know, help me out. Ask questions. Or ignore this post and delete your browser history.

Thanks!

[Edit: fix formatting.]

Dungeon World Endgame, revisited

Dungeon World Endgame, revisited

Dungeon World Endgame, revisited

After 26 sessions of frantic, sprawling action, you have 1 more session to wrap it up. What is your prep?

8 sessions back, I gathered the players’ outstanding questions that they wanted resolved, and we deliberated together about their goals and priorities. This was based on advice Jason Lutes pointed out to me on another forum:

http://story-games.com/forums/discussion/7806/ending-games-without-endgame-conditions

Since then, I have focused my prep on giving them every opportunity to answer their questions. To reinforce the end-game focus, I’ve reviewed the questions and answers-they-got-so-far at the beginning of each session, as a way of checking in and keeping their priorities in focus. At the end of each session, I’ve used their questions in lieu of “Did we learn something new and important about the world?”

As a consequence, they have resolved all the major questions they had, but they are still in the middle of a really involved plot to “save the world” that they want to resolve. Unless I contrive an artificial “quantum ogre”-style crossover between all the disparate threads, I don’t think they can resolve the main motifs without another “season” of play.

But we might not have to do that: 1 player is moving, and he has requested an explosive “season finale” to wrap up the adventure for his character, and we probably have just 1 session left to do it. We could convene another “season” with the other players some time in the future, if they want to pursue their other goals more thoroughly.

But even if it’s just a campaign finale for the one character, leaving the resolution of other character goals for later, I’m not sure how to support a “finale”-like session. We’ve had a lot of climactic sessions, but they came about in the natural flow of conversation, without special consideration. And when it didn’t come naturally, we just followed the fiction where it led.

Have you every estimated the Load involved in carrying a person?

Have you every estimated the Load involved in carrying a person?

Have you every estimated the Load involved in carrying a person?

My guess is that most people would be 5 weight—that’s 1 more than Plate or a Keg of Dwarven Stout, making it possible for a horse to carry 2 people, unarmored.

Last Breath Questions and Revelations

Last Breath Questions and Revelations

Last Breath Questions and Revelations

A few weeks ago we had a character bite it, and when the player heard Death’s offer, he wanted to make a counter-offer.

In that moment, my judgment was that Last Breath doesn’t let you Parley with Death. And besides, making Death an offer on Last Breath is an advantage explicitly granted to the Barbarian class, and it would devalue that class a little to let anyone do it.

Have you ever had players bargain back with Death during the Last Breath move? What did you do?

The player rejected Death’s offer, but after the session I got to thinking that the offer I gave was kind of lame, on the verge of not being a fan of the character. We decided to “re-shoot” the scene with a more interesting offer. Mistakes can be corrected.

It taught me a lesson, though: No matter what has happened before in play, the 7–9 result on Last Breath has an unstated requirement: Death wants the character alive for some reason.

Maybe that’s obvious to everyone else who ever read the move, but events in play really pushed the boundaries this time.

That requirement was blurry to me in the moment, because this character had cheated Death repeatedly, gave his heart to a witch to further escape Death, and later even stood by idly while the witch “killed” Death. It has been an ongoing drama in throughout the campaign, and I couldn’t help seeing the 7–9 bargain in that perspective.

But looking at it from the perspective of “Death wants this character alive” immediately suggested a much more interesting bargain.

This reminds me of something else I notice in every Dungeon World game I’ve played for more than 1 session: Death’s “agenda” comes up a lot, because of the Last Breath move: Who makes it (by sheer chance)? Who doesn’t make it (by sheer chance)? What offers does Death make? What gets narrated about the Black Gate and the world beyond?

I’ve given Death a different persona in every campaign, sometimes more or less fleshed out through these encounters. But Death’s “agenda”, whatever it is, always tends to come into focus based on how the questions above shake out—through chance and through the offers—and even become a major theme of the campaign.

Is finding out Death’s interests an inevitable feature of the Last Breath move, in your experience?

Have you played Dungeon World in which the Last Breath move (as written) came up more than once without Death’s interests becoming focal, at least as a subtext of the campaign?