So, the Cleric in my game has begun discovering the usefulness of spells beyond Cure Light Wounds, which is great.

So, the Cleric in my game has begun discovering the usefulness of spells beyond Cure Light Wounds, which is great.

So, the Cleric in my game has begun discovering the usefulness of spells beyond Cure Light Wounds, which is great.

Unfortunately, the Hold Person spell is getting somewhat aggravating to me as the GM, since it feels like they are no longer challenged.

Also, what are some of your rulings for Contagion? They were wondering if they could inflict someone with a lethal disease, or if the wording of the spell meant the target only suffered the effects, without actually having the disease (sneezing but not actually having a cold).

Has anyone come out with a resource that replaces the Races in the base classes with Backgrounds?

Has anyone come out with a resource that replaces the Races in the base classes with Backgrounds?

Has anyone come out with a resource that replaces the Races in the base classes with Backgrounds?

In our last session, my players were wandering through a forest (because i had no prep) and chanced upon a Satyr…

In our last session, my players were wandering through a forest (because i had no prep) and chanced upon a Satyr…

In our last session, my players were wandering through a forest (because i had no prep) and chanced upon a Satyr revelry. On one of the tables they had there was an assortment of various enchanted beverages.

Golden Drink aka “Party On”

Liquid luck; the next time you roll any die for anything, reroll and take the preferred result.

Black Drink aka “Totally Killer”

Rage; +1d4 damage forward, +2d4 if you immediately attack whatever is closest to you.

Green Drink aka “The Strong Stuff”

I can’t feel my face; you still take damage, but you can’t tell that you are.

Blue Drink aka “It’ll blow your mind”

Out of body experience; no real mechanical effect, just allows you to see the situation from any angle as your mind leaves your body.

Pink Drink aka “You’re gonna love this”

Just an aphrodisiac/love potion really, although it works on any sex or race.

Most of these were described by my players as they drink them. I asked them what the satyrs drinking each drink were saying, and made an effect based off of it.

Discovered this little gem on the Codex while searching for monsters to populate a wizard’s lair

Discovered this little gem on the Codex while searching for monsters to populate a wizard’s lair

Discovered this little gem on the Codex while searching for monsters to populate a wizard’s lair

http://codex.dungeon-world.com/monster/5653443070918656

http://codex.dungeon-world.com/monster/5653443070918656

One to Two more Villagers wanted for the level 0 campaign! https://app.roll20.net/lfg/listing/65424/the-heros-path

One to Two more Villagers wanted for the level 0 campaign! https://app.roll20.net/lfg/listing/65424/the-heros-path

One to Two more Villagers wanted for the level 0 campaign! https://app.roll20.net/lfg/listing/65424/the-heros-path

https://app.roll20.net/lfg/listing/65424/the-heros-path

I have decided to GM the level 0 campaign i mentioned earlier, as i have ideas for it that i only foresee causing…

I have decided to GM the level 0 campaign i mentioned earlier, as i have ideas for it that i only foresee causing…

I have decided to GM the level 0 campaign i mentioned earlier, as i have ideas for it that i only foresee causing problems should i give someone else the reins.

If you’re interested, please make a posting. I’d like to have 4-5 players to give the town a more community feel.

https://app.roll20.net/lfg/listing/65424/the-heros-path

https://app.roll20.net/lfg/listing/65424/the-heros-path

I have always been fascinated by the concept of a Level 0 campaign.

I have always been fascinated by the concept of a Level 0 campaign.

I have always been fascinated by the concept of a Level 0 campaign. I tried my hand at funnel world once, but i hated the randomness and lethality, and the same goes for FotF.

Peter Johansen, however, came out with a Villager class for his War and Wonders pack (which came with several other classes and rules, i would highly recommend checking out all of his stuff on DTRPG) which i had been completely enamored with since i found it.

Has anyone else had the urge to find out where heroes come from? I’d like to start a campaign built around this class, but i’m rubbish at GMing, so i’m hesitant to start a group only to find we have no master.

I have so many questions about GMing the game, despite having been a player for a year and a half, and a GM for 7+…

I have so many questions about GMing the game, despite having been a player for a year and a half, and a GM for 7+…

I have so many questions about GMing the game, despite having been a player for a year and a half, and a GM for 7+ months.

Fronts

How am i supposed to write Grim Portents for a front if i’m supposed to Leave Blanks?

What are some good Stakes questions, how do you come up with them, and how do they come into play?

How can there be multiple Dangers for a single front, and how am i supposed to distinguish between them?

What are some good examples of how Impending Dooms are to be structured? I’ve heard it said that they can’t just be “the world ends” but i’m not sure how else to put it.

Actual Play

How should i prep for a game without getting a set idea for how i want the session to go (railroading)?

How can i avoid giving my players all of the power in creating their adventures and filling the world with things of their own design (which could lead to power-gaming amongst certain groups)?

Do you guys draw out the entire dungeon and fill it with monsters in each room? Or do you get a vague idea of what it will be like and a list of monsters native to the dungeon?

In previous games (namely the campaign i’m GMing currently) it has taken 5+ sessions to finish the first adventure. How can i get a faster-paced game without rushing the players or speeding through things?

Immolator Question:

Immolator Question:

Immolator Question:

Burning Brand starts with the range of touch with the options to add Hand, Reach, Near+Thrown.

Why can i not make a Close weapon? or is this a typo? If it’s not a typo, what’s the difference between touch and hand as i know that the former is a tag put on poisons

EDIT: Upon further consideration, i believe that the move should have originally stated that it starts with the range of Hand, because the Touch was to imply it could be used with but a touch. As such, i also believe that the Hand option in the additional choices should have been Close

Tonight, my players plundered a vault of one of the characters’ deity (Thankfully the Cleric wasn’t here this…

Tonight, my players plundered a vault of one of the characters’ deity (Thankfully the Cleric wasn’t here this…

Tonight, my players plundered a vault of one of the characters’ deity (Thankfully the Cleric wasn’t here this session). However, i, as the GM, had no items prepped. So, naturally, i turned to my players for help. Here are a few of the items they came up with.

The Sap Marble

A marble made of tree sap. Really sticky.

When you attempt to free the marble from something it’s stuck to, roll +STR.

10+: It is released from the object.

7-9: It is freed from the object, but stuck to you.

6>: It has not moved, and neither will you.

Eye of the White Tiger

An ivory orb suspended inside a marble half-circle. Strange runes surround the rim, which when translated say something about the thrill of the fight?

However, eventually it became too time consuming to keep asking them for items. Enter Fantasy Name Generator. I would have the player roll a d4 to determine how many times i pushed “randomize”, and then a d10 to determine which object from the list they got. Some of the items are rather… interesting.

Gauntlet of Malice

A light red gauntlet with some rather gruesome additions: spikes, blades, bloodstains, etc. Once put on, it cannot be removed unless it has been accepted by another bearer.

1 weight

+1 to Hack and Slash

+1 to Interfere

-1 to Aid

Rod of the Dead

It appears to be an enchanted immovable rod. When the button is pressed, the rod, and any corpse the rod is touching, stops moving.

Jar of Eternal Health

This neverending health potion is so powerful that it has become sentient and aware of its godlike ability. As such, it only allows those who ask it really nicely to use it.

When you ask the Jar for a drink, roll +CHA.

10+: It allows you to drink your fill. Restore your HP to its maximum and remove one debility.

7-9: You are allowed only one sip. Regain half of the HP you are missing, or remove one debility.

6>: It does not let you drink, and you shall feel its scorn.

It is also noted that it is really rude in general, and has a very “Holier-than-thou” attitude.