Just a heads up; we’ve still got 2 seats open for tonight’s game!

Just a heads up; we’ve still got 2 seats open for tonight’s game!

Just a heads up; we’ve still got 2 seats open for tonight’s game!

Originally shared by Kasper Brohus Allerslev

I just read through the Fate Game Creation rules, the rules on starting a campaign. It’s a bit backwards compared to standard Dungeon World, but I want to try it in a one-shot.

Here’s the model, as a chronological step by step guide:

1. Discuss premise (basically what ties the characters together)

2. Talk “big issues” in the world.

3. Talk about “faces and places”.

4 Then make characters.

We’ll also follow an equivalent character creation schemes as that in Fate:

1. Choose and fill out playbooks.

2. Describe each characters’ first adventure.

3. Tie characters together by talking about adventures they’ve shared.

If anyone wants to join in on the experiment then join in! There’ll be a limit to four characters, for my sanity’s sake.

events/cjaegqq7rn4ib6hecfsmkb7lrgc

Dungeon Worlders assemble!

Dungeon Worlders assemble!

Dungeon Worlders assemble!

A humble plead for assistance… With a small explanation.

I’m always looking for ways to improve my “GM’ing improvised action one-shots” skill. My current goal is to make a formalized way to do it, one that makes setup quick, requires no prep, makes the players invested and kicks the game off with a bang. All in the quaint time span of three to four hours.

And that’s hard.

Formalizing these things requires incredible amounts of experience and understanding. Anyone can GM a fun one-shot, it’s not exactly hard if you just run the game according to the games’ own expectations. But formalizing what makes an amazing one-shot (and how to run one) is really hard, and currently I’m utterly incapable of doing it.

My more successful one-shots have a few elements in common, and I’m trying to find out exactly what these things are. I know some of them, but I’m pretty sure that some of the things have eluded me.

So, that’s what I’m trying to do; analyze my one-shots to see what works and what doesn’t, and eventually put it down in an easily digestible format for distribution.

All I need to do then is to be better at asking for feedback after sessions, and of course run more one-shots. The former should be pretty simple, and the latter is kind of a reward in itself for me. I love GM’ing Dungeon World.

Here’s where you come in

I’m more or less freely available Friday and Sunday, so I figure I’ll try to run two one-shots, both days. If you have any interest in playing those days and giving feedback on the sessions, comment below and tell me what times you’ll be available.

And remember to mention your timezone! 🙂

I just read through the Fate Game Creation rules, the rules on starting a campaign.

I just read through the Fate Game Creation rules, the rules on starting a campaign.

Originally shared by Kasper Brohus Allerslev

I just read through the Fate Game Creation rules, the rules on starting a campaign. It’s a bit backwards compared to standard Dungeon World, but I want to try it in a one-shot.

Here’s the model, as a chronological step by step guide:

1. Discuss premise (basically what ties the characters together)

2. Talk “big issues” in the world.

3. Talk about “faces and places”.

4 Then make characters.

We’ll also follow an equivalent character creation schemes as that in Fate:

1. Choose and fill out playbooks.

2. Describe each characters’ first adventure.

3. Tie characters together by talking about adventures they’ve shared.

If anyone wants to join in on the experiment then join in! There’ll be a limit to four characters, for my sanity’s sake.

events/cjaegqq7rn4ib6hecfsmkb7lrgc

My #DungeonWorld   #baseclass  project continues.

My #DungeonWorld   #baseclass  project continues.

My #DungeonWorld   #baseclass  project continues.

Facelift

When you cut the face off of someone and wear it as a mask you can perfectly assume the guise of that person. Even your voice and clothes change to resemble them. You can keep using the mask whenever you want, but it might get awkward if someone finds the body.

Too dark?

#clericweek Share your greatest stories of why your Clerics wielded divine power!

#clericweek Share your greatest stories of why your Clerics wielded divine power!

#clericweek Share your greatest stories of why your Clerics wielded divine power!

I have GM’ed for precious few Clerics, but I have GM’ed for one, and she was a Cleric of the Unknown God, the god of secrets and power.

Her story was that she discovered a powerful secret, and she called upon the god to make a bargain. She would trade the secret in return for great power, and she would serve the god for eternity.

The god agreed to the bargain and gave her great power, then snatched the secret from her memory and made sure she would never learn it again.

Now, tell me your stories!

I’m working on a class, loosely based on the Faceless Men from A Song of Ice and Fire.

I’m working on a class, loosely based on the Faceless Men from A Song of Ice and Fire.

I’m working on a class, loosely based on the Faceless Men from A Song of Ice and Fire. During constructing the below move, I kind of came to a realization:

If you wish to make the class good at something, they should succeed on a 7-9 with a bonus for rolling 10+. If you want it to be risky, they should succeed on a 10+ but with strings attached on a 7-9.

I never thought about it this formally before. That’s what makes the druid so damn good at shapeshifting. They always succeed and there’s only strings attached if the character rolls a miss.

The fighter on the other hand is competent at smashing things to bits, but there’s always strings attached. The difference here is that the fighter chooses the cost. Brute force is always risky.

Originally shared by Kasper Brohus Allerslev

Starting move for a #dungeonworld   #baseclass   I’m fiddling with…

A Stranger’s Face

When you focus your mind and envision a desired form choose a humanoid race and a sex and roll+CHA. On a hit your body morphs and changes to sort of match your mental image. You’ll look like an ordinary person of that race and sex, and no one will recognize you for who you were before. On a 10+ choose one:

– Your visage is beautiful or attractive for the race. Gain +1 forward to parley with anyone who would be attracted to your sex.

– You look so normal that unless you actively draw attention to yourself, people will forget they ever saw you once you leave their presence.

– You can maintain a distinctive feature such that people who know you for who you are will recognize you when they see you.

As the idea would be to run it as a DW game, I need to hear you people out as well!

As the idea would be to run it as a DW game, I need to hear you people out as well!

As the idea would be to run it as a DW game, I need to hear you people out as well!

Originally shared by Kasper Brohus Allerslev

Testing the buy-in ratio…

I’ve been having an idea. I’ve thought about it for about a day, and the more I think about it, the better it sounds in my head.

It’s a Choose Your Own Adventure style podcast, where there’s a group of maybe four players and one GM. Sessions won’t be very long, maybe only between one or two hours, but after each episode, we’ll ask the players for two or three “GM decisions”, something that the players won’t know in advance, but will ultimately affect the outcome of and the shape of the game.

It would be fun to GM. It would be like having the listeners answering the Stake Questions from a front in Dungeon World.

Joe Banner GM’ed a one-shot yesterday, and it was fantastic!

Joe Banner GM’ed a one-shot yesterday, and it was fantastic!

Joe Banner GM’ed a one-shot yesterday, and it was fantastic! Tim Franzke played a Captain, Christopher Patterson played a Fighter, and I played a Paladin.

It is probably the first and last time I’ll ever get to pull a parachute out of my adventuring gear.

We finished our Dungeon World campaign yesterday.

We finished our Dungeon World campaign yesterday.

We finished our Dungeon World campaign yesterday. I learned a lot about how Dungeon World works from it, especially how to handle campaigns, as well as a few gripes I’m beginning to have with the system.

I will miss the crazy bonkers actions of my players. Their nigh game breaking strategies were hilarious and their exploits legendary.