Session 2 of my lunchtime game with co-workers

Session 2 of my lunchtime game with co-workers

Session 2 of my lunchtime game with co-workers

When last we saw our heroes, they were engaging a pair of Colin guards at the mouth of a cave. The paladin shrugged off a crossbow bolt from the bard’s errant maneuver and dispatched the second of the 2 guards just in time for 4 goblin reinforcements to arrive on the scene. The druid held the line as the paladin sliced one of them to shreds. The goblins broke and ran.

The thief managed to find a few copper pieces on the guards and decided to booby-trap the entrance as a contingency. He managed to poison himself in the process.

The druid changed into the form of a bear, thinking to fool any goblins that he might come upon as he took point.

It didn’t take long for the bard to figure out that the tunnel was perfectly cylindrical, a tell-tale sign of the entrance to a dwarves vault. As my players discussed the questions this raised, our heroes came upon a three-way fork. They opted for left…

To be continued…

One of the issues I’ve always had with most game systems is that one player that absolutely insists on being ‘oogie’.

One of the issues I’ve always had with most game systems is that one player that absolutely insists on being ‘oogie’.

One of the issues I’ve always had with most game systems is that one player that absolutely insists on being ‘oogie’.  You know the one:  “Oh, c’mon, why CAN’T I play the evil-necromancer-who-eats-the-souls-of-children?  Really, I can get along!”

This sort of problem player – in most other games – is a real problem; even if you let ’em put together a non-oogie character, they generally still look for every opportunity to act out their impulse toward mayhem and viciousness.  These are the people that, in the somewhat-famous words of Sapphire, from The Gamers: Dorkness Rising “[aren’t] evil, they’re chaotic neutral!” and have fun blowing up peasants that annoy ’em.

My new DungeonWorld campaign kicked off yesterday, and I must admit a certain set of misgivings when I started without training wheels:  I sat my players down at the table and gave them only three expectations:

– There could (of course) be only ONE of a given class.

– They have to, when they’re finished, have a coherent group – it doesn’t have to be a group of happy, lovey-dovey, considerate model citizens, but it does have to be a group that can and will adventure together in a way that will allow them to turn their backs on each other.

– They must make at least one non-mutual bond.

The very first question I get asked?  “Do I have to be ‘good’?”

Oh, you folks don’t know the temptation that welled up in me to say ‘yes’.  But, walking into this, I’d decided early on that this game would be one without ‘training wheels’; I’ve got a good group of (mostly) mature players, a brand-new, very free-form system, and I’ve had good luck in my one-offs before.  

Taking a deep breath, I said ‘no, but you do have to go with the alignment selections you’re offered’.

What followed was one of the best ‘first game’ sessions I’ve ever run.  I could wax rhapsodic about the flow of combat, or how fast my players picked up on just how much latitude they really had.  I could list you the questions I used at chargen – (My personal favorites? “You have a ‘blankie’, or other child’s toy or security object.  Is it yours?  What is its story?”  and “One of you has a pet – not an animal companion like the ranger – but a pet that you love and knows a few simple tricks that stop just shy of ‘fetch’. (Play dead, roll over, shake?  Acceptable. 🙂 )  What kind of pet is it, what’s it’s name, and how did you end up with it in the middle of a battlefield?”)

Instead?  I’m going to tell you only one thing:   I have an evil cleric of the God of Suffering in my party, who was not only not the usual disruptive influence such a cleric usually is, but who brought conflict, fun, and more than a few great moments to the gaming group without once compromising her character.

Dungeon World gave a character with selfish motivations room to breathe – and the bonds ensured that the character could be part of this adventuring group without requiring the usual hawkish caution on the part of the GM.  When her sudden, yet inevetable betrayal comes?  We’re even ready to handle it – and the group is already throwing out ideas about how cool it could be.

What can I say?  This hasn’t happened in any other system I’ve ever played or GM’d – and it’s a refreshing, remarkable thing to see.  

Another compendium class I whipped up while still working on the Alchemist base class, it occurred to me that…

Another compendium class I whipped up while still working on the Alchemist base class, it occurred to me that…

Another compendium class I whipped up while still working on the Alchemist base class, it occurred to me that compendium classes, with their focus on providing a shorthand how experiences while adventuring changes you, would be perfect for various ‘contagious’ monsters, in this case the werewolf. Comments and criticism are appreciated, I think I’ve gotten a little better at creating moves but I’m sure I’ll still make mistakes.

Well damn, I was going to write up about a True Ghoul for Dungeon World but instead wrote a different monster: the…

Well damn, I was going to write up about a True Ghoul for Dungeon World but instead wrote a different monster: the…

Well damn, I was going to write up about a True Ghoul for Dungeon World but instead wrote a different monster: the Ichtha-Gog Slaver

Ichtha-Gog Slaver

Devious, Intelligent, Group

Spear and bite (d8), 6 HP, 3 Armor

Reach, Close, Thrown

Special Qualities: Amphibious, Immune to poison

The Ichtha-Gogs are almost entirely forgotten by the surface dwellers who once sought to eradicate the “fish men” for their appearance and diet. Their paunchy bodies are scaled and extremely slimy. More notably, the heads of an Ichtha-Gog is that of a carnivorous fish with huge eyes long since accustomed to dwelling in the dark depths of the world below.

Perhaps from a long standing taboo on nets, the Ichtha-Gog instead prepare their leather shields with an alchemical concoction that is extremely sticky; A trait that is immensely helpful in their slaving efforts.

Instinct: To capture slaves, food, and sacrifice

– Stick an item or person to its shield

– Slip from all bonds

– Carry off the helpless

And I’m resharing this WALL OF TEXT because maybe the Dungeon World community is also interested?

And I’m resharing this WALL OF TEXT because maybe the Dungeon World community is also interested?

And I’m resharing this WALL OF TEXT because maybe the Dungeon World community is also interested?

Originally shared by Dylan Boates

Does anyone want to help me brainstorm ideas for my Dungeon World game? If you don’t want to help, you may still want to read this post, because I’m going to spend most of it talking about all the cool stuff that’s going on in my game. Maybe you’ll get something out of that.

I’m pretty terrible at prepping stuff and making fronts, so I could use some inspiration and encouragement. I’ve been coasting by on my improvising skills (luckily my players and I have been having a lot of fun with what I’ve been improvising) but that’s no reason not to try to do better.

A bit of background: (If you’ve read the Malazan Book of the Fallen series, you’ll recognize a lot of material I stole here…)

I started out with the Indego Galleon mini adventure, then we used a bit of stuff from Within the Devil’s Reach, so our major plot threads are “Imperials” who have turned out to be an invading force from overseas who the PCs HATE and are slowly laying siege to the “Free Cities”, a set of independant city states that are the major powers in the area. Only two of the “Free Cities” remain free, and one of those just barely. (Thanks to the players being insane. I’ll get to that later.) We’ve also got a Worm God that’s awakening and doing something mysterious with cults and zombies, and may be starting some sort of war between the gods. It’s really hard to tell, but they’re carrying around the son of the God of Fire and The Sky (well, his soul) and he insists that his ancient foe is rising again. (He seems to be right too.)

The group consists of:

Greta, a Dwarf Fighter who used to be some sort of noble and/or general before she was framed and exiled by an evil cult. (She suspects it’s a cult of the Worm God.)

Hycorax, a Druid who’s becoming more and more powerful and less and less human (or Elf, as the case may be).

and Jonah, a half-elf ranger who agreed to help guide these people and now thinks he may be in way over his head. Still, they’re fighting the Imperials, and he thinks that’s a good thing.

So, they killed some Imperials who were being arrogant and oppressive in Codcliffe, then again just outside Devils Reach (Despite the fact that the Imperials were trapped, and arguably innocent. The dryads were pissed that they had cut down some trees, so Hycorax agreed that they had to die… Brutal!)

Then in Devil’s Reach they followed one of the villagers they had rescued from Codcliffe (there were more Imperials on the way, so they thought it was unwise to let the villagers who had helped them stick around to be punished) who got all hypnotized and wandered off. Turns out he was being drawn into the “Silent Tomb” by a powerful spirit that resided there.

They went all ADVENTURER and raided the tomb, looted some stuff and finally confronted the Four Winds (powerful elemental spirits) who guarded the final chamber.

Hycorax was having none of that and told them to fuck off. They did. Quite dramatically. (Hycorax can command the four elements apparently.) Then they looted the tomb and discovered Aleric’s phylactery (the aforementioned demi-god and Priest King of the Sky People) and his legendary spear. (The Carcosan Spire, from the DW book.) Hycorax claimed both of them, and is now semi-possessed by a demi-god (demi-possessed?) and can feel the spear’s hatred for unnatural beings.

Then they investigated some Gnoll cults worshiping Venith, the Godess of Shadows, and found that they were also involved in making some sort of freaky worm zombies. They kicked the Gnolls out of the ruined Temple of Brol and discovered that the temple was the last resting place of Argo-Than, the Holy Avenger. (Another magic weapon from the DW book.)

Since Argo-Than is nothing more than a heavy and awkward sword in anything other than the hands of a Paladin, they decided to head to Pale to find a Paladin.

Pale is one of the last two Free Cities, and it is under siege. They figured that the famous sword could help rally the defenders and give them a chance of resisting the Imperial invasion. They were probably right, but their attempt to sneak into the city was probably what REALLY changed the situation.

They decided that the best place to sneak through was where the Imperial Mage Cadre was preparing to assault the city, but was opposed by Anomander Rake, the favourite son of Mother Dark. (He’s basically the Prince of Darkness.) The Imperial army was giving them a wide berth.

They basically thought, “Hey! Let’s just wait until they start casting their spell, then Hycorax will distract them with a little earthquake and we’ll charge in and kill the lot of them!”

The Imperial High Mages were trying to summon a bunch of fire demons, and the distraction caused the spell to also summon a giant cloud of ash that blanketed most of the city.

They charged, stabbed some wizards, Greta killed a demon, and then they escaped into the city while the Prince of Darkness killed a lot of people in the confusion then left.

They rallied the defenders, found a Paladin (the leader of a mercenary company devoted to the Twin Wolves of War) and Greta and Jonah led a few raids on the Imperial supply camps as the Imperial army tried to regroup. 

Then Hycorax turned into a fire elemental and burned down some Imperial camps while they were sleeping…

After that, they set out to the nearby camp of the Free Cities Coalition Forces, to try to get them to march on Pale and free the city once and for all!

On the way, they discovered that the great danger that Hycorax had seen following Greta was none other than one of the infamous Hounds of Shadow. An ancient beast in the service of Venith. (Although, technically they predate her ascension to deityhood.) It was big and terrifying (it came out a little bit tougher than the “Apocalypse Dragon” in the DW book actually. That’s what you get when you make a Solitary, Large, Magical, Stealthy, Divine, Intelligent, Planar, Ancient monster.) and actually KILLED Gretta before they were able to drive it off.

However, she got an 8 on her Last Breath roll and got to come back! Now she’s a vampire… (We changed her race from Dwarf to “Hungry Dead” from the “Number Appearing” supplement.) Life has become REALLY interesting, since she has to kill sentient creatures and drink their blood, (long distance travel is especially brutal…) but she’s still holding on to her Good alignment. For now.

Anyway, they made it to the camp, had a council of war, didn’t really do much. They did meet a creepy guy who gave Greta some Imperial prisoners of war to eat though. (He was sympathetic, since he’s also cursed with immortality, but no one really realized that yet.) Then they decided to head south, since that’s where Aleric says the Worm God is rising. Also, the Dwarven cities are down there, and we all know it’s going to be fun when Gretta comes home!

Finally, last session they arrived in Darujhistan. The only Free City to not have felt the Imperial presence, and the last major city before we enter Dwarven territory  It’s ruled by a council of High Priests (The gods of War, Death, Shadows, Earth, Darkness, Light/Sky/Fire, Luck and Dreams/Prophecy) and contains a cult of assassins (mostly undefined so far).

They started poking around the refugee camp that’s outside Darujhistan’s walls, looking for signs of the Worm. The did discover that there are a lot of refugees from the south, which is strange because the war is in the north. The southerners bring rumors of a plague of undead and a strange new religion. They worship “The Crippled God” and preach that suffering is the way to purity and that the weak, sick, oppressed and downtrodden are blessed in the eyes of their god. The religion doesn’t seem to have any signs of being tainted by the Worm (but it totally is) and it seems pretty harmless (which it basically is, unless you believe that paying homage to a corrupt god is inherently evil or something…).

Then they made their way inside the city and proceeded to freak everyone out with their crazy stories. First they visited the guard house and claimed to be soldiers from Pale with news of the war (not entirely false, they did actually fight in the Siege of Pale, but they were never officially sworn in), then they gave their report to a lowly desk sergeant, who became more and more terrified and convinced that this was above his pay grade, as they recounted their tale of demi-gods, renowned artifacts and famous heroes.

Then they went to the Temple of Serc (the local name for the god of light and the sky, Aleric’s father) to see if they’d help them fight the Worm God. The priests were totally freaked out, since these guys arrived with the spirit of their centuries dead prophet (Hycorax even preached their religious doctrine, which he doesn’t actually know, in Aleric’s voice) and started telling tales of ancient evils rising. They were not subtle about this, and you can bet that rumors are flying around the temple like crazy, however, the abbot agreed to bring their concerns to the high priest (who was busy with Council business at the time).

Then they trucked across the street to the Temple of Hood (the god of death) to see what they had to say about Greta’s condition. The priest was sympathetic and helpful, but not QUITE as awed as the priests of Serc. He offered to introduce Greta to the local executioner (the High Priest is ALSO a vampire, so they’re used to this) and offered to perform a divination to determine what Hood’s plans for Greta actually are. (Everyone’s been sort of worried, since the Gods seem to be taking sides with or against the Worm God, and no one’s sure where Hood stands, but he’s directly intervening in their quest…)

Greta had a vision of herself staggering through a tunnel, her hands drenched in blood, carrying a human woman’s head.

Then a priest of Serc brought them to the Council Hall to meet with the High Priest of Serc, where they got a glimpse of the rest of the Council. The Council all wears masks of their patron gods, and Greta recognized the mask of Venith as the face from her vision!

And that’s where we left off.

Anyway, I should probably ask some guiding questions or something, but writing all that has left me exhausted, so I’m just going to end it there.

What do you think?

The sweet irony of converting some adventures – the ones that were awkward and had no background in D&D are PERFECT…

The sweet irony of converting some adventures – the ones that were awkward and had no background in D&D are PERFECT…

The sweet irony of converting some adventures – the ones that were awkward and had no background in D&D are PERFECT for dropping PCs into.  Tournament Adventures?  SO GOOD.

“You are here.  Shit is happening.  WHY IS IT HAPPENING?”

I just put up a campaign starter for #DungeonWorld :…

I just put up a campaign starter for #DungeonWorld :…

I just put up a campaign starter for #DungeonWorld : http://rpg.drivethrustuff.com/product/109992/Twin-Spirit-Isle—A-Dungeon-World-Campaign-Starter   It’s about cults trying to awaken sleeping spirits and destroy an island.

As always, you can]download it for free too: https://docs.google.com/file/d/0BzBGv7T2YMphT1ZpcVVxNVVMV2s/edit . It’s got some campaign ideas and two new compendium classes that, uh, bend the elements to their will that are totally not like anything you might have seen in a cartoon series.

You could use it for any fantasy RPG really, it has some custom moves and compendium classes and a Front but the setting stuff would fit in just fine with any kind of D&D or other fantasy game.

http://rpg.drivethrustuff.com/product/109992/Twin-Spirit-Isle—A-Dungeon-World-Campaign-Starter

Still about Witcher moves, here’s another starting one:

Still about Witcher moves, here’s another starting one:

Still about Witcher moves, here’s another starting one:

That Rumor is True

You can parry crossbow bolts, arrows and such. This is just another way to defy danger – the move simply gives you the opportunity to make a cool description. You can roll wither Strength or Dexterity, as you prefer.

I love the leading questions the GM asks to establish that first adventure!

I love the leading questions the GM asks to establish that first adventure!

I love the leading questions the GM asks to establish that first adventure! So let’s have a thread of cool questions to get your players’ blood pumping and blades swinging.

Who have you chased into the abandoned delapitated fort?

Why has the duke set his guards on you?

What terror must you outrun to prepare the city for its invasion?

What mistake did the slavers make that has given you the opportunity to fight free?

What secret allowed you to sneak into the chamber of the slumbering dragon?

Where have you cornered the changeling spy and his cohorts?

What tragedy has led you to the black heart of the fey woods?