Random thought.

Random thought.

Random thought.

What if you only allow Debilities to heal during a Recover (and with special effecs like Healing potion and some rare moves) ?

Debilities kinda suck but at least if they stick around for longer, it might worth it?

It would work well with Jeremy Strandberg ‘s variant of having only 3 debilities that affects 2 stats each.

So far, I’ve been “giving” debilities to players left and right but I allow them to heal “when it makes sense” which is usually whithin the same scene or right after, essentially making them kinda pointless (barely a nuisance).

Alternatively, I had a player who roleplay especially well his debility, should I award him an XP? In my head it is REQUIRED to put your debility into play but most my players seems to either forget about it or “forget about it” until they’re gone.

#RPGaDay2018 Day 3 – What gives a game “staying power”?

#RPGaDay2018 Day 3 – What gives a game “staying power”?

#RPGaDay2018 Day 3 – What gives a game “staying power”?

I don’t know if I have the wisdom/experience to be able to answer this question. I’ve only been playing rpg’s for 5 years now (GMing for 4 years, not consecutively). Now for most things 5 years is a significant amount of time. For gaming though, when there are so many games to choose from and a campaign can last a year or more, 5 years doesn’t even scratch the surface. I’ll see what I can squeeze out of my noggin.

I have played a good amount of games, but only a few that I’m actually apart of as an ongoing campaign. My gaming group has gone through a couple player changes, but the core members are Malcolm, Rachel, my brother Christian and Myself. Recently added Aiden and might have one noobie joining the team. Everyone in the group loves to GM just as much as we love being players. Rachel is wanting to GM soon, we are all pretty proud of her. We can’t wait to see what she comes up with. Now she has the Dungeon Masters Guide and Monster manual (3.5).

Just recently we switched to a method where for a month (4 sessions) one person will GM a game then next month the next person takes over and runs their game. For right now there is a 3 GM turn order. I do my D&D 3.5 game, Christian does Tenra Bansho Zero, and Malcolm does Whatever he feels like (Miraculous, Kingdom Hearts etc). “Ok Dez, what are you trying to say”? well what gives a game staying power? put the book down once in a while and pick up something new. You don’t ever want to get burned out by a game, and never play it again. That is the worst case scenario. Play another game for a bit then come back.

You never really forget your first . . . for me that was Dungeon World. I don’t know if this next part will answer the question, but let me explain how this game is my trusty pocket knife to deal with many situations. Although I rarely play this game anymore, this is my go to game to introduce someone to the hobby. It’s super easy for newcomers to wrap their head around it. Having said that you can use the rules and slap on any theme that you so desire. We played Mutants and Masterminds with this system, and soon in the near future we are going to use this for a Pokemon game, but also add in some other mechanics as well.

If I ever wanted to do a oneshot or a quick pick up game I would pull this out. It does not take long to create a character, so you can play it in no time. This system also doesn’t let the GM have all the burden thrust upon them, it gives power to the players. Not much prep, is a plus in my book. The game is small and compact that it’s perfect for traveling. If you and some people get stuck at the airport, play some Dungeon World to spend your time. Going to visit family for the holidays etc.? “guess what I brought !!! who wants to play some Dungeon World?”

Again I don’t know if I really answered the question. Maybe I just spouted some random mumbo jumbo. It was a really difficult question for me. I hope you can understand what I’m trying to say. Like I said earlier I’ve only played for 5 years, and there are so many games I want to try out. Give me several more years and I could probably come up with some sort of conclusion. What do you think? What gives a game “staying power”?

A few days ago I asked for NPCs related to food! As promised, here are the results!

A few days ago I asked for NPCs related to food! As promised, here are the results!

A few days ago I asked for NPCs related to food! As promised, here are the results!

Some of my favorites:

“The Connoisseur – eats only blue foods – seeking the purest color”

“Tammy the Tea Trader

Tammy is an old and disheveled woman who wears exotic patchwork clothes and speaks with a croaking voice. She sells teas that, when consumed, will heal your wounds, change your emotional state (anger, fear, love, etc.), let you see the future, or produce a variety of other supernatural effects. Unfortunately, her stores have recently gotten mixed-up, so her buyers may not get exactly the tea they wanted…

“Magic teas for sale! Potions for every ailment!”

“Alan

Alan is a humble commoner who you previously helped and befriended. As thanks, he’s brought you a basket of apples that he picked from the tree outside his new house. Unbeknownst to him, the tree grows atop an old burial ground; whoever eats the apples is cursed and haunted by the spirits of the dead.

“”Thank you so much for helping me. Please, accept these apples as a token of my appreciation.”””

If you’re familiar with both Dungeon World and Apocalypse World, you might have noticed a difference in their…

If you’re familiar with both Dungeon World and Apocalypse World, you might have noticed a difference in their…

If you’re familiar with both Dungeon World and Apocalypse World, you might have noticed a difference in their “GM/MC” chapters: in Dungeon World, the GM moves are described but given no examples. In Apocalypse World, the GM moves are named, not really described, but instead they are demonstrated almost entirely with examples.

I think newer DW GMs sometimes struggle with visualizing how those GM moves might manifest at the table. So let’s collaborate on a list of 2-4 examples for each basic and dungeon GM move.

As a reminder, here are the GM’s moves in DW:

“*BASIC*” GM MOVES

● Use a monster, danger, or location move

● Reveal an unwelcome truth

● Show signs of an approaching threat

Deal damage Hurt them (https://goo.gl/PS7wVN)

● Use up their resources

● Turn their move back on them

● Separate them

● Give an opportunity that fits a class’ abilities

● Show a downside to their class, race, or equipment

● Offer an opportunity, with or without cost

● Put someone in a spot

● Tell them the requirements or consequences and ask

DUNGEON MOVES

● Change the environment

● Point to a looming threat

● Introduce a new faction or type of creature

● Use a threat from an existing faction or type of creature

● Make them backtrack

● Present riches at a price

● Present a challenge to one of the characters

Put your examples in the comments, with both the name of the GM move and the example. Make the examples short and sweet, ideally 50 words or less, definitely no more than 100.

Let’s try to get a range of soft, medium, and hard moves for each. If we can get enough good ones, I’ll curate this into a nice formal doc.

Hey guys!

Hey guys!

Hey guys! I’m really really new to rpg games and I’m trying to learn how to gm. I’ll have some buddies over in 1-2 weeks and I’m trying to find an easy ready adventure so I can learn the basics of the game(I’ve already seen the “I’m on a boat” adventure that it has on the official site). Any ideas?

Interest post for a weekly or bi-weekly short-session (2-3h) online game?

Interest post for a weekly or bi-weekly short-session (2-3h) online game?

Interest post for a weekly or bi-weekly short-session (2-3h) online game?

I feel my montly in-person game isn’t enough and I’m still itching for more DW.

I’m not a huge fan of online games but maybe with the proper mindset and tools it could be cool.

I’d prefer playing than GMing because I actually never been a player in a DW game but maybe if I can’t find anything I could be tempted to GM still.

I’m in GMT-5 (EST) timezone. I’d be available all week nights except Tuesdays from around 7h30PM to 10h30PM.

Preferences (not mandatory, just preferences):

* Dark fantasy

* Terrain and miniatures – now, this can be complicated when playing online. I know there’s an incredibely cool product on Drivethru, Epic Isometric, that I’ve bought, I’d be glad to share if someone is willing to DM. It seems to be working great through Roll20. Honestly, I’d be cool with only sketches. It’s just to give a clear picture of who stands where during a tactical encounter.

* 3 players + 1 GM

* More serious and fun tone than beer and pretzels.

In my last session, I ran a scene and I felt like it moved too slowly and was a bit sluggish.

In my last session, I ran a scene and I felt like it moved too slowly and was a bit sluggish.

In my last session, I ran a scene and I felt like it moved too slowly and was a bit sluggish. I’m wondering how could have I use DW principles to keep it more contained, focused and, well, interesting.

The group met with a medusa in a jungle ruin.

She was not hostile but could depending on how the PC interacted with her.

They started discussing with her to gain information on the location of an ancient city. She knew where it was though didn’t want to say just like that.

We roleplayed a bunch and I was keeping an hear open for when Parley would get trigger but it never was.

In the end, she told them the information (although a bit cryptic) but I felt like the scene should have been way more contained. It should have taken maybe 5 minutes at best. I think it almost took 30 min.

How would you have framed this so that players can roleplay a little bit and then trigger the Parley move?

I remember someone posting a DW monster creator/formatter via a web page, but could not find it.

I remember someone posting a DW monster creator/formatter via a web page, but could not find it.

I remember someone posting a DW monster creator/formatter via a web page, but could not find it. You could plug in values and answer questions and it would spit a neatly formatted monster.

Did I imagine it in some fever dream?

Is my search-fu just weak?

How would you go about doing a West Marches-style mega-dungeon?

How would you go about doing a West Marches-style mega-dungeon?

How would you go about doing a West Marches-style mega-dungeon? I’m talking like an entire underground city with many floors and discrete areas, taking dozens of expeditions to map?