Discern Realities.

Discern Realities.

Discern Realities. You get +1 forward when asking on the questions. How does this apply? Do you get +1 forward whenever you act on the questions (Like ApocWorld?). Do you get +1 forward for each question answered, as used appropriately? Do you get +1 forward just once, which expires on use, but can only be used in relation to the answer?

Since it is #rangerweek, maybe we can talk about the “Unnatural Ally” move.

Since it is #rangerweek, maybe we can talk about the “Unnatural Ally” move.

Since it is #rangerweek, maybe we can talk about the “Unnatural Ally” move. How have other GMs handled it when the ranger selects this. Does their current pet suddenly mutate, or does it abandon then as they find a new monster? Let me know your thoughts.

Had a pretty good game of DW last night.

Had a pretty good game of DW last night.

Had a pretty good game of DW last night. Fully intended it to be a one-shot, but the players asked me if we could keep it going for later.

We chose playbooks based on what we had never played before. We had:

Titanius the Paladin, who is a lawful human on a quest to find the meaning of his fancy holy symbol. Supposedly it arrived and he doesn’t know by who or why. 

Steve the bard, a chaotic human with bardic lore focusing on the undead. He travels with Titanius to find out information on the undead.

During bonds we were able to discover that Titanius has a secret.. his family is over-run by demonic blood, and if he doesn’t follow strict adherence to his lawful paladin ways it will overcome him. We also discovered that Steve is a wanted man, as he played a prank on the Fighter’s guild in King Osric’s capital, and they are after him.

So we start the game as far from the capital as civilised land stretches. The town of Hanfield is a small village next to a large mountain and a decent sized lake. The trade with the nearby village of nook’s crossing, and their main supply is a small quantity of adamantium, mined from the mountain.

Steve enters the town, and finds a wanted poster with a poorly drawn picture on it and his name. “Steve, wanted dead or alive for 20 coins”. He decides to scribble on it, trying to make it look like someone else, but a nearby watchman discovers him and lets out a shout.

Steve tries to claim that in fact this doesn’t look like the criminal at all, he introduces himself as William and says he was trying to improve the drawing. The watchman asks Titanius if this is true, but alas, Titanius is under a vow to always speak the truth. He tries to deflect the question, ordering the watchman to take them to his captain. He obeys and they are introduced to Marco.

Marco is a gruff man who gets straight to the point. The undead have started surfacing in the area. He has sent a few men to try and find the source, but none have come back. Steve manages to convince him to offer an adamantium reward if they find it out, and he agrees. At this point, another watchman comes forth and says that more undead have arrived, and its more than they’ve ever seen. Marco gets Flynn and Evans to summon the militia, and Titanius and Steve go to help out.

The combat takes up most of the rest of the session. There are about 40 zombies coming out of the lake, and more still coming. A good chunk of the villagers die, and eventually an abomination comes out, terrifying the rest into fleeing. Titanius is able to finish it off by setting a barn on fire with the abomination inside, but not before Steve nearly dies trying to sing a song to it while its charging at him. (Nearly as in, we spent about 10 minutes assuming he had died, only to find out he had calculated his maximum health wrong at the start of the game).

At the end, a palantir-style orb falls out of the charred remains of the abomination, and Steve touches it to temporarily meld minds with the Lich controlling the undead. The lich sees Titanius’ holy symbol and recognises it with disgust, the first hint of its origins seen yet.

Still working on this. We just made the tenth post on ten items, which I felt was a good milestone.

Still working on this. We just made the tenth post on ten items, which I felt was a good milestone.

Still working on this. We just made the tenth post on ten items, which I felt was a good milestone.

A small project I’m working on for mostly personal reasons, but figured people here might get some enjoyment out of…

A small project I’m working on for mostly personal reasons, but figured people here might get some enjoyment out of…

A small project I’m working on for mostly personal reasons, but figured people here might get some enjoyment out of it.

Ten magic items. The goal is to write down ten magic items a day. I’m mostly keeping these as fictional colour, but when thinking mechanics I’m focusing on DW.

Can we talk about GM moves for various dangers.

Can we talk about GM moves for various dangers.

Can we talk about GM moves for various dangers. When is a good time to use these? Are they in between grim portents? Or are they a guide for how to write your grim portents for a danger?

On a similar point. Is there a good way to write grim portents to engage players who don’t care if they leave destruction in their wake?

I’d like to talk about the druid move shapeshift.

I’d like to talk about the druid move shapeshift.

I’d like to talk about the druid move shapeshift. My druid uses this all the time, but to me it seems like the 7-9 and 6- effects are out of whack. Standard DW rules are 10+ is a full success, 7-9 is a success with a consequence, and 6- is just a consequence. 

With shapeshift, you get your transformation with 3 hold on success, and on a 7-9 you get it with two hold. On a 6- you even still get it with one hold, but are subject to a GM move. 

Should it not really be: 3 hold on success, 2-3 hold on 7-9 but you are put on the spot. Failure on 6- and GM move?

This also somewhat applies to defend, but the one hold on a 7-9 means you open yourself up to damage.