I’m going to be playing a bard in an upcoming game.
I’m going to be playing a bard in an upcoming game. I want to focus on storytelling as my art, with some simple ballads and chanting, maybe a bodhran drum or war horn, spurring my allies to action with stolen orcish war chants or inspirational dwarven stories of past triumph. I like the traditional image of the bard in the tavern, telling stories and learning local colour, but with a bit more grit, and less magic.
I could play with the standard bard, to make it a bit less magicky, or do the Awful Good one, or the Skald that I’ve seen on here, though that one seems a bit more directly combat oriented than the others… My question I suppose, is what are you favourite bards, and have you encountered a playbook that might be suited to what I’m describing above?
So last year I had my first GMing experience running DW (slave pits of drazhu) for several large groups of teenagers…
So last year I had my first GMing experience running DW (slave pits of drazhu) for several large groups of teenagers at a big high school event. They’ve asked me back, but most of the other events that night are Star Wars themed…
I don’t suppose there’s a fairly simple Star Wars hack out there that any of you can recommend?
I have a question regarding tags.
I have a question regarding tags. Mechanically, tags like “precise” and “piercing 2” are fairly simple to manage, but how do you folks deal with tags like “forceful” or “messy”? How do you determine the extent of what those tags are capable of in a given situation? If my players are fighting a cave troll, it’s not exactly reasonable to have a single blow from a small weapon cleave off a limb or sever a hand, is it? Similar with forceful – a single blow from a forceful war mace shouldn’t be capable of knocking down or staggering a very large opponent… should it?
How do you lot manage these?
So I GM’d my first game of DW last weekend, and it went quite well.
So I GM’d my first game of DW last weekend, and it went quite well. We ran the Slave Pits of Drazhu as a primer, just to learn the system, before I intro my setting next session. There’s one thing that I was definitely confused about though, regarding combat. The notes for the baddies in that area all say things like D4, D6, D8, etc. I remember reading that the GM never rolls for damage for monsters, but I assumed that these numbers referred to the monster’s damage dice. Did I have this wrong? Does the Orc Whipmaster for example, just hit for 8 damage by default when he lands a hit? If so, then I made the monsters WAAAY too easy, because I was rolling terribly, and it felt the whole time like the PC’s weren’t ever in any real danger.
Ok, I’m lost. Ages ago I remember looking at what I thought was the official DW website, and they had up a bunch of links with free starter campaigns and the like. In particular, I remember one that featured several characters escaping from a dungeon with very little equipment, and which included some orcs, and a boss that was some sort of undead warlock or something…
Now I look at the official DW site and all I see is a link to purchase DW. Are those resources gone? Are they hosted somewhere else? Do you guys know what that starter campaign was called?
So the game I’ve been planning for bloody ages is actually coming up fairly soon.
So the game I’ve been planning for bloody ages is actually coming up fairly soon. There’s one problem I can’t seem to shake:
DW characters cap out at lvl 10. How do I play this game with a group that might want to run for a longish campaign? I’ve asked this before, and the answer is often something like “if you want a long campaign, play something else.” You’ll pardon me if that answer doesn’t quite satisfy. Beyond simply killing or retiring level capped characters, what are you folks doing to keep it interesting for folks that want a nice long campaign? Lowering sources of xp? Raising the level cap? What?
So a question: how do you folks deal with the issue of the actual stuff required for DW?
So a question: how do you folks deal with the issue of the actual stuff required for DW? The character sheets, sheets of multi class and bonus moves, your many resources as the GM, etc? In our past D&D campaigns (mostly 4e) with a friend as the DM, we usually used a digital character sheet he had written, so everyone sat around with laptops and iPads. Are most of you lot running full pen and paper games? How do you organize your materials? Do you use a screen?
SO MANY QUESTIONS!
I have a question about dealing with magic.
I have a question about dealing with magic.
I’m writing a world that’s relatively unfamiliar with magic (it was common in a past age, but rarely seen now, and even then only minor cantrips, etc.), where an event triggered by my setting’s god of chaos sends magic surging into the world once again.
I’m trying to sort out how to handle this for the PC’s – which is to say, what magic classes make sense in this sort of context? The Wizard doesn’t have many books from which to study (though I could certainly make finding the remaining ones a focus of the early game), but I’m not sure that fits. I like the Mage a great deal, but I worry that he’ll so thoroughly outshine the other party members (he writes his own spells at a whim? That’s AWESOME, but might leave the Fighter feeling a little lackluster, you know?) that the game will be all about him.
Does anyone have suggestions on how to handle such a situation? Many thanks in advance.
DW Saturday coming up! A Persian/Egyptian fantasy game where I play a snake charming cleric, street urchin elf in a secret cult. Can’t wait! Amazing setting, Amazingly fun system!