Considering the needs of having the players build the world with the GM, how would you approach the creation of a…

Considering the needs of having the players build the world with the GM, how would you approach the creation of a…

Considering the needs of having the players build the world with the GM, how would you approach the creation of a historical setting?

I think the map should be previously drawn, including the major regions and settlements (leaving blank spaces to include places history forgot but are true in the game), for instance, but I’d like to hear what you think about it (and other pitfalls I may face if I want to present my players with something like that).

I’d like to share with you this great website.

I’d like to share with you this great website.

I’d like to share with you this great website. The unique feature is to create/generate word lists based on partial word lists. This way, you can input a list with, let’s say, twenty names and then the website will break them, mix and match and generate lots of names based on those you input at first.

This allows some consistency with name generation while keeping them random.

For example, for my published sword & sorcery Egyptian-flavored setting, I have this list of female names: http://www.nexi.com/fun/rw/rwcgi.cgi?cmd=source&id=291221 (yes, you can save your lists for later).

I hope you like it.

http://www.nexi.com/fun/rw/rwcgi.cgi?cmd=source&id=291221

I can’t believe!

I can’t believe!

I can’t believe!

I’ve made a looooooong post telling how my first Dungeon World GM session was and now I can’t see it anywhere!

TL;DR (there’s no way I’ll re-post that so soon): players loved, wanted more, and Dungeon World now sits on my Top #1 RPGs of all time (considering I’ve been playing since 1986, this surely means something).

Last friday I had my first session as Dungeon World GM.

Last friday I had my first session as Dungeon World GM.

Last friday I had my first session as Dungeon World GM. I had played once as a player and I was very interested in trying the system. This made me ask a few questions here a few days ago and now I feel obliged to give a feedback.

Just a quick background: I’ve been playing RPGs since 1986, most of the time as a GM. GURPS, D&D (in all incarnations, but I prefer Rules Cyclopaedia or a modern retroclone, like Epèes et Sorcellerie), Savage Worlds, Barbarians of Lemuria, Dragonlance 5th Age… I’ve played them all and much more, but those were my favorites. I’m also a published RPG author and novelist. My gaming group had a brief experience with Barbarians of Lemuria but prefer Savage Worlds over it.

That said, here’s the game recap.

I’ve created some hype during the week. At first, we should just make a break in our Savage Worlds campaign and I’d GM a one-shot. I shuffled the basic playbooks, gave two to each one, and said they could keep one and exchange the other in order to see every choice. They didn’t discussed that at first, but I’d answered lots of questions. In the end, this was the party:

-Elf Ranger and her Bear

-Elf Wizard

-Human Druid

-Human Bard

Then I asked them lots of questions, writing everything of note. Names, places, interesting tidbits of lore, source of magic (for example, I’ve found Elven magic, and maybe all magic, is in the blood, and spell-less Elves are outcasts — this was something I’d never think by myself — and the Wizard had a twin spell-less sister she was trying to find).

They found a village in ruins, scorched and burned, and found out that a kind of smoke giant caused all the trouble. The Wizard gained a follower (bodyguard) that wanted revenge on the monster, the Ranger got some info on it (the creature never entered forests, but its attacks were capable of incapacitate), and the others vowed to avenge the village. After that, they undertook a dangerous journey (good way to show them the basics of the system) and they met the smoke giant (in my book, that was a re-skinned Ogre for lack of an understanding on what could be fatal to first-level players).

The players then discovered that the smoke giant was the same one their other characters (Savage Worlds campaign on hold) had fought, but they were incapacitated. So the Ranger and her Bear struggled to find a way to put them on a safe place in the nearby woods while the others fought the creature. Basically, the battle field was:

Woods — Windmill — field by a cornfield — river — nearby hill

When the “other” characters were safe, the windmill collapsed and created a true safe spot for them. Yet, here my own troubles as a GM begun.

Well, they were not “troubles” per se. The real problem was to think of how to deal with players choosing to put themselves in a dangerous position when rolling a 7-9. If this was another game I’d have no problem in creating problems for them, but they would be more-or-less scripted problems. Here I needed to do everything “on the fly”.

And that was a fantastic creative exercise!

As the fiction (as told by the players) informed me that dangerous animals were in the vicinity, wolves were my first choice (the pack was starving due to lack of food lately and wanted to prey on the weak).

During another exchange, steam and bubbles formed on the river (show signs of a new threat)… and a player decided to take shelter and discern realities. That gave me the idea of presenting them a figure on the hill, casting spells using a chime.

Combat was exciting and they slowly depleted the smoke giant’s strength — and that was the first time they needed their Last Breath as the Ranger fell (and Death told her she would never touch the land with her feet again without the blessing of a virgin leaf, so from that moment on she needed to put leaves under her feet to stand, and that meant new leaves every day). — And, meanwhile, the party Wizard cast a magical missile toward the one on the hill, destroying the chime… he then evaded the scene…

While they tended to their wounds (and the Wizard’s follower deemed her task complete and left–my mistake here was to not include the follower on a more active role during the combat) during the night, they were ambushed by bandits (“you are trespassing and we are the deputies to the sheriff of these woods, so you must pay us taxes to camp here”). As the party was wounded and penyless, the best course of action, in their opinion, was to surrender they valuables and weapons. The bandits left, but the party sworn revenge…

And I called it a night. It was already late, so I ended the session there. But my players wanted more. They loved the system, loved their chars, and wanted to keep playing. As they were staying there that night, I told them we would continue on the next day…

…and that we did:

On the morning, a young elf approached them and explained the figure they saw on the hill was their clan’s wiseman, and he was inviting them to the clan’s home ground. They believed that was a trap, but decided to follow anyway. However, they would take a little more time to cross the distance because they needed to, at least, border some forest in order to collect virgin leaves for the Ranger. The young elf, then, dismissed them as he would follow a more direct route.

However, as their dangerous journey was on its way, they rolled well and found a shortcut through the mountains–they just needed to climb them.–And they rolled poor to be aware of dangers, so they were ambushed by orcs during the climbing. Without weapons, they were forced to retreat, losing another day. Avoiding the mountains, the Ranger then hunted for food (I’ve created a quick move: 10+ you find food for you and your party; 7-9 you find the food you need, but you must fight for it) and needed to best a boar in order to feed everyone.

Then they were ambushed by another orc tribe (symbols on them indicated the difference), and the spokesperson for the orcs was too well articulated. They fought, the Druid fell, but as he found Death as a White Stag, he was given the chance to keep his task if he beared the horns of a stag from now on–and then the horned Druid came to live once more.–But the orc leader asked for a truce during a standoff.

He told them he was in search of someone to lift the curse upon his village (and mentioned a man with a chime in his hand was responsible for that). They decided “the man with a chime” was a common threat and, as the enemy of my enemy is my friend, they followed the orc.

However he was no ordinary orc: he was the chieftain–as they soon discovered when they set foot on the village.–But the village’s shaman, a wise and strong orc woman, called him weak and unworthy, since she told them he was to blame for the curse in the first place.

You see, in the middle of the village was a large statue of an orc warrior, hands up. The shaman told them the statue once held a stone maul, but it was stolen. If the chief recovered that, the village would prosper once again.

They recovered their wounds, re-armed with the village’s blacskmith (requiring manual labor in exchange), and levelled up. Noteworthy, the Ranger took Cleric spells as her new move. Then they followed the orc chief to a nearby hollow mountain: a large swamp inhabited by lizardmen was inside, and there was a big tree with the stone maul.

They fought the lizardmen, but the Bard and the Druid died. When they were to recover the stone maul, the tree spirit appeared and told them only the worthy could take the maul… and the orc chief demanded they attacked the spirit before listening to its lies.

However, the Ranger felt the spirit told them the truth and when the orc chief opposed them, they fought. The orc chief was strong and the fight was complex, but near the end the Wizard got the stone maul and used against the orc chief. They triumphed.

Returning to the village with the prize, they put the stone maul on the statue and saw it grasp it once again. And life was good and everyone rejoiced.

You see, my players didn’t want to end there. They wanted more! I had nothing else planned, so I asked them for a few minutes to think about it–and the players whose chars died created another quickly: we soon had a Paladin and a Barbarian to join the Wizard and the Ranger. I’ve asked a few more questions, thought of something and…

…well, it was another great game. I’m sure you don’t need another recap so soon (this one was verbose enough).

TL;DR: They loved Dungeon World, and I was really impressed by the system. It never occurred to me that a system could so quickly jump to my Top #1 so easily, but this happened. They don’t consider returning to Savage Worlds and I glad we finally started a new age in my roleplaying carrer. 🙂

What do you have in your DW shelf (virtual or physical) that you consider something a newcomer to DW must read?

What do you have in your DW shelf (virtual or physical) that you consider something a newcomer to DW must read?

What do you have in your DW shelf (virtual or physical) that you consider something a newcomer to DW must read? Please include a one-liner telling why (link to the actual product is optional, but it would make my job easier).

As I’m about to make a few purchases, this will surely help me choose.

Thinking about a move that covers “the adventure so far” for my first game. Comments and ideas are welcome.

Thinking about a move that covers “the adventure so far” for my first game. Comments and ideas are welcome.

Thinking about a move that covers “the adventure so far” for my first game. Comments and ideas are welcome.

The hunt for the smoke giant

Three weeks ago you witnessed the first attack. You saw an entire village consumed by flames and smoke, and you were certain you noticed a vaguely humanoid form emerge from all that dark mist. You decided to take arms and deal with that, as you don’t want something like that to happen to another village.

As you researched about it and talked to some wisemen, roll +CHA or +WIS (depending on how you approached the problem). With 10+ pick two; with 7-9 pick one; with 6- you found nothing useful.

= Receive +1 forward against the creature

= Name one thing you discovered about the creature that is not true.

What do you think?

Okay, first session schedulled for this Friday night (I convinced my gaming group to try it, pausing the current…

Okay, first session schedulled for this Friday night (I convinced my gaming group to try it, pausing the current…

Okay, first session schedulled for this Friday night (I convinced my gaming group to try it, pausing the current Savage Worlds adventure). In fact, since the adventure ended with a cliffhanger, my idea is to start our Dungeon World game “saving” the characters on the other adventure — a kind of crossover.

Now, I’m reading the rules once more, and re-read the Guide. All playbooks were printed, basic moves ready… I think I have everything here… But a double check never hurts, right?

So, my questions (and sorry for the amount of questions lately — I don’t wan’t to spam this community) are: What’s your checklist for a Dungeon World game? What should I keep in mind always during this first session? How can I help my players to think Dungeon World?

On the topic of “draw maps but leave blank spaces,” I present here two maps I’ve made some time ago.

On the topic of “draw maps but leave blank spaces,” I present here two maps I’ve made some time ago.

On the topic of “draw maps but leave blank spaces,” I present here two maps I’ve made some time ago.

* The first one (large square map, with hexes and subhexes [each subhex should be 5- or 6-miles long]) has what I usually do when I GM a standard hexcrawl in other systems. Let’s call it Crawl.

* The second one (small rectangular map, with large hexes) has a different approach (I can imagine we have 30-mile hexes here, so this map is a lot larger than the other). Let’s call it Journey.

When thinking of my first DW adventure, I believe Journey is a superior map, as it allows me to create focused adventures but still has lots of room for my players to contribute. Am I right? Or am I missing the big picture in both?

******************************************************

By the way, this is what I’ve described as important places on the Journey map:

0100 – The Circle of Stones atop the Montain

0102 – The Holy Temple of the Woods

0107 – The Ruins atop the Hill Mine

0204 – The Town plagued by the Undead

0208 – The Hamlet with vanishing women

0210 – The City

0309 – The Raubritter Ruined Stronghold

0403 – The Ruins of the Mountain Temple

0501 – The Rift of the Gargoyles by the Stone Altar on the Mountain

0504 – The Hamlet on the Woods

0601 – The Buried Pyramid

0602 – The Cursed Hamlet on the Woods

0607 – The Town

0702 – The Burial Chambers of the Dark Mummy Lord on the Ruined Monastery

0005 – The Ruined Keep

0305 – The Home Base Hamlet

0407 – The Watchtower

0410 – The Hamlet plagued by the Raubritter

0608 – The Ruins on the Plains

0705 – The Lair of the You Shall Not Pass creatures

******************************************************

And this is what I’ve planned to do with it BEFORE I knew DW (but I think I can convert this to Fronts with some work)?

Witches

=Priestess go from City (0210) to Hamlet (0504)

=Cleansing cerimony goes wrong and Priestess accepts her dark side – she’s initiated (0403)

=Priestess becomes High Witch on Lesser Sabbat (0501)

=High Witch awakes Demonic Hamlet (0602)

=High Sabbat (0100)

Dark Mummy Lord

=Dead return to life due to broken seal (0204)

=Seal recovered on Forest Temple (0102) & Scroll of Undead Restoration stolen – only a copy is recovered

=”Test” of the Scroll on ruins (0403) during a cerimony

=Dark Mummy Lord awakes (0702) and is brought to the Pyramid (0601)

=Dark Mummy Lord’s power arises (0601)

The Deros (“drow dwarves”)

=Miners go from Town (0204) to Hamlet (0208)

=A special sacerdotal crafted crown with jewels is missing on Town (0607)

=Women disappear from Hamlet (0208)

=Gem merchant robbed on the road from Hamlet (0208) to City (0210), Raubritter at 0309 suspected — gems turn people suggestive (minor Charm Person spell) when worn

=Deros x Underground_Creature War due to collapsed mine passage linking the two territories (0107)

******************************************************

Oh, and while we are discussing maps, feel free to use them if you wish.

I don’t recall using the actual ability scores anywhere in the game, just they modifiers. Am I missing something?

I don’t recall using the actual ability scores anywhere in the game, just they modifiers. Am I missing something?

I don’t recall using the actual ability scores anywhere in the game, just they modifiers. Am I missing something?

I’m asking this because there’s a French retroclone called Epèes et Sorcellerie that uses 2-12 scale for everything (TL;DR: it’s classic D&D mixed with Chainmail, but it’s more than the sum of the parts), and I really like the 2-12 (2d6) for everything.

It seems quick and practical to port this to DW, unless the 3-18 scores are used somewhere else…

Ok, I’m a veteran GM but Dungeon World still is something new to me.

Ok, I’m a veteran GM but Dungeon World still is something new to me.

Ok, I’m a veteran GM but Dungeon World still is something new to me. I mean, I’ve read the book three or four times, read the Guide, and even played as a player once. Yet, when I think of adventure design I feel I may be at odd with “play to see what happens.”

My main problem is with the portents and its dangers (sorry if I confuse a term or two, but my DW book is in Portuguese). While they are great in theory (from a standpoint of someone who still needs to play as a DW GM), they seem to lead me to a trap.

Let me explain. If I make a list of 5 escalating problems to the players and they are able to defeat the threat in the 2nd step, what I believe it can happen:

a) Problem solved for the players. World is a little safer this time. But as a GM I’ve wasted 3 other problems that won’t see the light of day; or

b) Okay, they solved THAT part of the problem, but as there are 3 more problems after that, they somehow shoehorn themselves in the game: it’s a railroad, so it defeats the the purpose of “playing to see what happens.”

I can live with a). Have done this for years (love hexcrawls and sandboxes, even when there’s some epic plot buried there to be found–or not). But when I’m on a sandbox, for example, I rarely plot the steps of something bad happening: I usually give it a trigger and, when it comes into play, I develop the next step (if there’s need of one) on the fly. It’s an improvisational style.

So, TL;DR:

-How do you advise me to deal with this a) and b) situation?

-Can you provide some links to a campaign setting tailored for DW that could act as a good example of DW setting design?