Quick story from my game last night where a planning mishap led to a very cool outcome with food for thought for…

Quick story from my game last night where a planning mishap led to a very cool outcome with food for thought for…

Quick story from my game last night where a planning mishap led to a very cool outcome with food for thought for future sessions.

The party is making their way through a slot canyon. They’ve sent the fighter ahead to scout. He notices strange slime on the walls and bits of debris seemingly floating in mid-air. It’s a Chaos Ooze. The bard/channeler blasts it with his thunder voice. He opens a hole big enough to run through but the Ooze is rapidly reconstituting itself. Party sprints through the hole blown in the Ooze and most of them roll success with cost.

This is where the mishap comes in. I think, ok, they’ll get caught by the dripping ooze, take some damage, but make it to the other side. Except, the problem is when copying the monster’s stat block onto my cheat sheet I forgot to include the damage dice. On the fly, I look to the monster moves, see “Cause a change in appearance or substance” and decide that each of them gets a portion of their body or gear transmogrified into a new material. Through their own ideas, they all end up sporting permanent metallic scars including the ranger who’s face is now half metal. It was awesome and they loved it.

TLDR: Forgot to include damage stat for the monster and had to think of creative ways for the monster to affect my PC’s. It was way better than rolling D10 and ticking off a few hitpoints.

Takeaway: I think I’m going to “forget” what a creature’s damage die is much more often in the future.

Anyone ever have a mishap like this turn into something cool at the table?

EDIT: I remember, and miss, Grim Portents zine. This was issue 1 of 2.

EDIT: I remember, and miss, Grim Portents zine. This was issue 1 of 2.

EDIT: I remember, and miss, Grim Portents zine. This was issue 1 of 2.

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I’m having a mental blank. Was there a zine or supplement years back which had an adventure in arctic mountains and ice-caves, where the ice-cave had a mirror-self who would come out of the lake to replace you? There were also bear-riders mentioned outside the adventure but my mind had conflated everything because of the theme.

I have been working up new GM references for DW [very old school Courier with almost no formatting – just plain text…

I have been working up new GM references for DW [very old school Courier with almost no formatting – just plain text…

I have been working up new GM references for DW [very old school Courier with almost no formatting – just plain text files to give it that pre-desktop publishing look] for anyone interesting.

Any way I digress.

When looking up when to make a move, page 164, about golden opportunities. What is a golden opportunity in your games? Give examples of where you have a move based on a Golden Opportunity, and what kind of moves do you use.

I am particularly interested in when you consider a “golden opportunity” that isn’t a result of them making a poor choice after making a soft move.

Thanks

Does anyone have home brewed rules for getting critical roles or natural 12 on character moves?

Does anyone have home brewed rules for getting critical roles or natural 12 on character moves?

Does anyone have home brewed rules for getting critical roles or natural 12 on character moves?

I tried to make a “Druid version” of the carouse move.

I tried to make a “Druid version” of the carouse move.

I tried to make a “Druid version” of the carouse move. I really just rewrote the trigger. It’s not a carouse move per se, but a move that has a similar effect.

The 6- wording feels like it could be more pointed? relevant?

Comments?

When you walk among the flock, herd or pride of the wild, native animals as one of them, and learn what they know, tell us how long time it takes and roll+how many weeks you spend. (Max +3)

*On a 10+ choose 3. *On a 7-9 choose 1. *On a miss, you still choose 1, but it gets really out of hand (the gm will say how).

-You befriend a useful npc/animal.

-You gain useful information.

-You learn of an opportunity.

-You are not lost in your animal shape.

What’s everyone’s philosophy on TPKs (Total Party Kill)?

What’s everyone’s philosophy on TPKs (Total Party Kill)?

What’s everyone’s philosophy on TPKs (Total Party Kill)? It seems many gaming communities try to avoid them at all costs. But if we’re letting the dice decide fate, it’s got to always be a possibility, right?

I’ve never been one to actively avoid the TPK. I feel like it can open interesting new direction that no one planned for. At its worst, the players create new characters and avenge the last party. At its best, Last Breath rolls can be involved and the party could be driven through Death’s domain on a really cool adventure.

How do people here handle TPKs? Do you avoid them at all costs? If it’s happened in your game, what did you do with it?

As promised, here is the first example situation analysed through the lens of #FantasyWorld’s mechanics.

As promised, here is the first example situation analysed through the lens of #FantasyWorld’s mechanics.

As promised, here is the first example situation analysed through the lens of #FantasyWorld’s mechanics.

Let me know in the poll and comments if you find this an interesting comparison, or if I should spend my time otherwise 😉

https://plus.google.com/+AlessandroPiroddi/posts/bSyd1ABbYa2

Intentionally provocative post:

Intentionally provocative post:

Intentionally provocative post:

There are really only 3 GM moves

● Provoke a character to (re)act

● Increase tension

● Establish badness

All other GM moves are specific applications and/or combinations of those 3 moves.

Corollary: If you haven’t done at least one of these 3 things, then you haven’t made a GM move.

Prove me wrong.