So recently I’ve noticed my players are being somewhat passive during fights, to the point where I feel like I have…

So recently I’ve noticed my players are being somewhat passive during fights, to the point where I feel like I have…

So recently I’ve noticed my players are being somewhat passive during fights, to the point where I feel like I have to specifically say “, what do you do,” for to act.  They seem to have much more agency outside of a combat situation.

A couple of them come from a strong Dungeons and Dragons background, so I think they’re not quite realizing the full potential of the narrative system.  Any thoughts on how I can encourage them to open up and use more creative solutions or get more active and take charge in combat?

I’m running a deadlier game, so it’s possible they’re daunted at the prospect of rolling low and suffering the consequences…

New Wizard Move (with inspiration from Backstab and Called Shot):

New Wizard Move (with inspiration from Backstab and Called Shot):

New Wizard Move (with inspiration from Backstab and Called Shot):

Use Arcane Device

When you activate an arcane device that you’ve identified, it just works for you.  If the device has Charges, you may expend 1 Charge and roll +INT.  On a 10+, the device works, and choose 2.  On a 7-9, the device works, and choose 1. 

* The device immediately regains the Charge you spent.

* The effects are maximized.

* It affects an additional target of your choice.

* You deal the device’s Arcane Power

* You avoid notice or retribution for the activation

A device would look something like this, where it has a standard effect and an additional Arcane Power effect, accessible only to Wizards who expend Charge:

Wand of Disintegrate

b[1d10] damage

2 Piercing, Far, Requires: Thief, Wizard

* Arcane Power: Reduce the target’s armor by 2 until they repair it.

Wand of Fireball

b[1d8] damage

Near, Area, Requires: Thief, Wizard

* Arcane Power: Set the ground ablaze

Your thoughts?  This would definitely tend to push most devices towards having some kind of Charges.

I killed two party members tonight, the bard ran away (rerolled Paladin), but the Thief came out alive and…

I killed two party members tonight, the bard ran away (rerolled Paladin), but the Thief came out alive and…

I killed two party members tonight, the bard ran away (rerolled Paladin), but the Thief came out alive and fighting.  As a reward, she recovered a bone wand from the Gelatinous Cube that devoured her friends, and got the following new move:

Activate Device

When you activate an arcane device, roll+INT.  On a 10+, the device functions exactly as intended.  On a 7-9, the device functions, but choose one:

* The device loses one charge

* The device affects another target of the GM’s choice

* The device’s effect is halved

Thoughts?  I’m not 100% certain on the third option…

—EDIT—-

Thanks for the suggestions!  The final 3 choices are:

* The Device loses one charge

* The Device affects more or less than you wanted

* The Device’s effects are maximized, but the device becomes inoperable until after you next Make Camp.

I’ll keep Charges, even though other magic items may not use them- after all, not all Ranged weapons use Ammo!  Magic Staves may just have a limited number of daily uses, for example, and be unable to choose the Charge option.

Thanks for your comments!  I’m thinking about a Wizard move for Use Device as well…

JP’s Rollplay R&D: DUNGEON WORLD (Session 4) is going live in 2 hours!  I’m GMing, and the group came out of a…

JP’s Rollplay R&D: DUNGEON WORLD (Session 4) is going live in 2 hours!  I’m GMing, and the group came out of a…

JP’s Rollplay R&D: DUNGEON WORLD (Session 4) is going live in 2 hours!  I’m GMing, and the group came out of a hilarious carousing last session and JUST set foot in the Deathtrap Dungeon that was Kkathrisst the Great Wyrm’s lair for a long time, until he disappeared a few decades ago…

www.twitch.tv/itmejp

If you can’t join us live, the recordings will be uploaded to youtube.com/itmejp daily in 30 minute increments!

http://www.twitch.tv/itmejp

Someone on reddit was asking how Dungeon World played over long campaigns, since it seems like characters can level…

Someone on reddit was asking how Dungeon World played over long campaigns, since it seems like characters can level…

Someone on reddit was asking how Dungeon World played over long campaigns, since it seems like characters can level up very quickly, gaining xp for each failed roll.  I haven’t played a long campaign before- how have you guys found it?

I also commented that you could draft a custom move to slow down XP gain:

Measured Practice

When you have downtime and you spend time practicing your abilities, choose a single ability score you failed a roll against since your previous rest and roll against it now. On a 10+, mark XP and take +1 forward to that stat. On a 7-9, mark xp. On a 6-, well you’ll just have to try again next time.

Your thoughts on each?

Hi everyone!  I started playing Dungeon World (yesterday!) with some esports personalities- JP “itmeJP” McDaniel,…

Hi everyone!  I started playing Dungeon World (yesterday!) with some esports personalities- JP “itmeJP” McDaniel,…

Hi everyone!  I started playing Dungeon World (yesterday!) with some esports personalities- JP “itmeJP” McDaniel, Marcus “DJWheat” Graham, Margaret “Luperza” Krohn, and Sean “Day[9]” Plott – you can see our character generation and storyline setup game here!

We decided on a “deathtrap dungeon” style game, with a focus on crawling through terrifying dungeons- it’s a shift for me, but I love DW and think it will really start to sing.

The other parts will be uploaded daily at youtube.com/itmejp!  Hope you’ll check it out if you’re interested in seeing this style of game played out in the Dungeon World ruleset.

http://www.youtube.com/watch?v=ooa-apRt2wk