Would you guys use an online library where you can create, store, share, and refer to your custom NPCs, Moves,…

Would you guys use an online library where you can create, store, share, and refer to your custom NPCs, Moves,…

Would you guys use an online library where you can create, store, share, and refer to your custom NPCs, Moves, adventure modules, etc?

Saw a surprisingly SFW picture of Angela White and my players were down to have it be a canonical part of the game.

Saw a surprisingly SFW picture of Angela White and my players were down to have it be a canonical part of the game.

Saw a surprisingly SFW picture of Angela White and my players were down to have it be a canonical part of the game.

http://codex.dungeon-world.com/monster/5693728052215808

I have a really basic question that probably just has something to do with something real basic I’m missing, but I…

I have a really basic question that probably just has something to do with something real basic I’m missing, but I…

I have a really basic question that probably just has something to do with something real basic I’m missing, but I thought I’d go ahead and ask:

In general, how does power scaling and leveling up play out over the course of a campaign? There are obviously monsters that are more difficult, do more damage, have more hit points, etc. in the book, so you could imagine that much like similar fantasy RPGs, the party starts out fighting weak things and then works their way up to dragons and demigods and all that jazz. However, unlike something like D&D, there doesn’t appear to be any intrinsic bonuses to the players’ own corresponding “combat stats” that they gain when leveling up (other than increasing your attributes, which make you more likely to succeed without consequences, which I get is also a big deal.)

For a playbook like the Fighter, for example, you have to intentionally grab moves like “Merciless” when you advance, if you want to improve your damage. If you want to get to a particularly epic level of play where you’re slaying all sorts of great beasts, do these moves start to become “mandatory?” Is it possible to take a character all the way to max level without improving your damage and not be overwhelmed by higher difficulty monsters?

I know it’s generally not the mentality of PBtA games to encourage min-maxing or be particularly strict about builds or anything, since the focus is much more on narrative and expressive gameplay. This is easy enough in something like AW or The Sprawl where you might just have a gun and it does 3 harm and most people die to being shot once or twice and you’re never going to meet an enemy that’s gonna soak like 20 harm or whatever, cause it’s not that type of game. But I’m curious how this plays out in DW, since it introduces vaguely D&D style health and damage rolls for both players and NPCs.

Do you guys have any pointers on how to get the players to use the ”question moves” – I have three groups with…

Do you guys have any pointers on how to get the players to use the ”question moves” – I have three groups with…

Do you guys have any pointers on how to get the players to use the ”question moves” – I have three groups with different people in them and noone uses them. Even when I say ”remember that you get a plus one when acting on it” – they just go ”I run/throw/push it”.

What am I missing? What can I do?

EDIT: I think this is a meta thing and not a “hit them with a move”-thing. How do your players understand that they can ask “I’m a thief, what do I know of this guy?” or “Can I see a good way through?” – is there something I do as a GM in my descriptions of the situations that makes them just take the information I give them as the only information there is?

The Hollow Knight is a playbook that I made based upon the creature from the Creature Collection for the Scarred…

The Hollow Knight is a playbook that I made based upon the creature from the Creature Collection for the Scarred…

The Hollow Knight is a playbook that I made based upon the creature from the Creature Collection for the Scarred Lands.

It’s an armor, void, animated by a soul. It was created by a God to serve during a Divine War, but its Creator abandoned the Hollow Knight in the aftermath of the War.

For centuries, the Hollow Knight wandered through the lands.

Play it as a veteran soldier, as a wanderer, as an Emissary of the Hollow Knight, as a fervent worshipper of his Creator. Or turn your back on Him.

This playbook includes many exclusive Moves, a new Move for when you’re dying, lists of questions for the Session Zero and Design Notes.

Any feedback welcomed ! On the playbook itself, or on the style. English is not my primary language.

Thanks !

http://www.drivethrurpg.com/product/236808/The-Hollow-Knight-a-Dungeon-World-playbook

The entire eleven-episode run of Song of the MIlk-White Putrescence is finished and available for you to listen to…

The entire eleven-episode run of Song of the MIlk-White Putrescence is finished and available for you to listen to…

The entire eleven-episode run of Song of the MIlk-White Putrescence is finished and available for you to listen to in its entirety. We have been getting a lot of terrific feedback on the show, and we think you’re going to like it a lot.

Thanks to the players in this series: Gerrit Reininghaus David LaFreniere Lowell Francis and Fraser Simons. And special thanks to Fraser for producing the podcast.

Enjoy!

http://www.gauntlet-rpg.com/we-hunt-the-keepers

Hey Folks!

Hey Folks!

Hey Folks!

I need ideas for a character class I’m designing for my groups next campaign. I’m going to be running a campaign that’s about an unlikely character rising from being a nobody to being a king/hero and I wan’t the character class to reflect the growth to being a hero. Think Frodo, Bilbo, Kvothe etc…

We have 5 players (plus me), and the rest of the players are going to be the new kings “guard”/”advisors” with regular DW classes and their job is to keep the king alive and give him their perspectives in decision making. So I’d like the king-class to be a fairly weak character in combat but one who’s moves involve getting in to and out of interesting situations, inspiring courage in others etc… a kind of mixture between a charismatic leader and a always-in-trouble-goofball

Any ideas for moves etc?

Hey Tavern, I had moved to a new city a while ago and finally found a good FLG to try running face-to-face games…

Hey Tavern, I had moved to a new city a while ago and finally found a good FLG to try running face-to-face games…

Hey Tavern, I had moved to a new city a while ago and finally found a good FLG to try running face-to-face games again. Since this is going to be a fresh start and I have no idea if I’ll have regular players or just a bunch of drop-ins, I wanted to plan for something very loose and episodic that would look into the stories of whatever characters happen to show up–something like the We Hunt the Keepers campaign on the Gauntlet.

Does anyone have any suggestions for this sort of game or running for random players at your FLG?

Hey all, we’re trying to develop a match-making system for players and GMs and would really love if you would check…

Hey all, we’re trying to develop a match-making system for players and GMs and would really love if you would check…

Hey all, we’re trying to develop a match-making system for players and GMs and would really love if you would check out our quick survey to help combine groups based on their styles and availability. Would you be willing to take a look?

https://goo.gl/forms/24sT6A0e5q3i3H6t2

Please share this form with anyone who you think might be interested!

So, I started a new campaign with a group who is at its first time with DW (long time D&D players).

So, I started a new campaign with a group who is at its first time with DW (long time D&D players).

So, I started a new campaign with a group who is at its first time with DW (long time D&D players). It’s our 2nd session and they told me that they feel like they never truly succeed at anything, since 7-9 is success + complication (and is the most common result).

I tried convincing them that the complication is meant to drive the action forward, offering a far more interesting narrative than a plain “you fail” that are more common in “classic” RPG systems, but without much success.

They gained a level at the end of the last session and all chose to raise their main stat to +3. I explained that at +3, they have almost 60% chance of having a 10+ success, which should somehow alleviate their feeling. Will see how it goes next session, but using your best stat is usually less than 50% of all rolls you make.

Any tips on how to shift their paradigm?