I started a solo game with one of my best friends last night.

I started a solo game with one of my best friends last night.

I started a solo game with one of my best friends last night. One who had NEVER played an RPG of any kind! She was super excited after our session zero and can’t wait to play (maybe even today). Here a link to the questions and answers.

https://docs.google.com/document/d/1VOYEJNQuNnWDnPkc1uV5WBzF9EK52lCwioQkveh0g6U/edit?usp=sharing

The adventure seed came from a slightly modified “Adventure Builder” by John Lewis (basically I just took the last two parts out and ran the first 4 together).

http://www.rpgalchemy.com/dungeon-world-adventure-builder/

Here’s the map I made as we went along, and then the Inkarnate version I made later. The hex grid came late in the process by accident, and for some reason I can’t take it off. I hadn’t saved in a while so it was easier to leave it on than redoing 45 minutes of work after my last save LOL.

Dungeon World Endgame, revisited

Dungeon World Endgame, revisited

Dungeon World Endgame, revisited

After 26 sessions of frantic, sprawling action, you have 1 more session to wrap it up. What is your prep?

8 sessions back, I gathered the players’ outstanding questions that they wanted resolved, and we deliberated together about their goals and priorities. This was based on advice Jason Lutes pointed out to me on another forum:

http://story-games.com/forums/discussion/7806/ending-games-without-endgame-conditions

Since then, I have focused my prep on giving them every opportunity to answer their questions. To reinforce the end-game focus, I’ve reviewed the questions and answers-they-got-so-far at the beginning of each session, as a way of checking in and keeping their priorities in focus. At the end of each session, I’ve used their questions in lieu of “Did we learn something new and important about the world?”

As a consequence, they have resolved all the major questions they had, but they are still in the middle of a really involved plot to “save the world” that they want to resolve. Unless I contrive an artificial “quantum ogre”-style crossover between all the disparate threads, I don’t think they can resolve the main motifs without another “season” of play.

But we might not have to do that: 1 player is moving, and he has requested an explosive “season finale” to wrap up the adventure for his character, and we probably have just 1 session left to do it. We could convene another “season” with the other players some time in the future, if they want to pursue their other goals more thoroughly.

But even if it’s just a campaign finale for the one character, leaving the resolution of other character goals for later, I’m not sure how to support a “finale”-like session. We’ve had a lot of climactic sessions, but they came about in the natural flow of conversation, without special consideration. And when it didn’t come naturally, we just followed the fiction where it led.

So, I’m trying to wrap my head around designing a move for dungeon delves.

So, I’m trying to wrap my head around designing a move for dungeon delves.

So, I’m trying to wrap my head around designing a move for dungeon delves.

I know, I know, there is a lot of conversations about this in the tavern! Bear with me.

In one of them, we discussed about using the Navigate the Labyrinth move from Jason Cordova, which actually works petty much out of the box.

But what if you want to have specific rooms or specific encounters you wan to play out?

For example, I’m running Tomb of Annihilation and I don’t care about running the dungeons as written nor do I have the intention to use a “classic” method of going room by room and using the map 1-for-1.

That said, I do want to read the material and extract the interesting parts. I’m a big fan of the 5-rooms dungeon principle and so I intend to convert the dungeons into 5 rooms dungeons.

The method I’m trying to use is to name and describe in big lines each of the 5 rooms in my GM book but hand waived the dungeon exploration itself.

So I though about making a move that will simulate the delving itself that happens in-between each “themed” room but I think it needs much more love. It’s kinda meh…

Delve the dungeon

When you delve the dungeon, say how you face one of its many challenges, then roll +STAT.

On a 10+, you overcome the challenge and safely reach the next room.

On a 7-9, you reach the next room but you encounter a guardian or activate a trap along the way.

On a 6-, you can’t find a way to reach the next room for now, plus anything else the GM says.

I’m slowly converting Yoon-Suin to Dungeon World, making the mechanics fit and reinforce the fluff, and one thing…

I’m slowly converting Yoon-Suin to Dungeon World, making the mechanics fit and reinforce the fluff, and one thing…

I’m slowly converting Yoon-Suin to Dungeon World, making the mechanics fit and reinforce the fluff, and one thing that stood out to me was the caste system. On the one hand it’s a pervasive thing in the setting and thus the players should have to deal with it a lot (especially between themselves); but on the other hand I don’t want to really force them and remove their agency…

So far, I see 3 options:

– Use it as an “automatic leverage” for Parley. The easiest solution, but feels boring.

-Make a general move that gives you 1 XP if you obey an order by a higher caste character that goes against your interest. This is the coolest from a player’s POV: you’ll have to weight the pros (delicious XP!) and cons (depending on the exact order), making you doubt whether to just obey a higher-caste bad guy. The conflicts between PCs would be guaranteed. The downside is, it looks easily abusable and the mechanic could spiral out of control. But then again, almost every mechanic in DW is abusable, it’s not a game for selfish pricks.

-Make it part of Make Camp, just like alignments/drives. You obeyed the higher caste’s orders, you get 1 XP. This is the middle ground; not as abusable as the previous one, yet more visible than the leverage. As a downside, a character could just ignore the caste system once they’re “covered” for this session… It just doesn’t feel right for something that most people just obey without much thought, as an essential part of their society.

Your thoughts?

My players really enjoy anime Shokugeki No Soma (foodwars) and even make competitions in food war before sessions.

My players really enjoy anime Shokugeki No Soma (foodwars) and even make competitions in food war before sessions.

My players really enjoy anime Shokugeki No Soma (foodwars) and even make competitions in food war before sessions. Last time I decided to create an award for a winner connected to it so here it is. Few notes – they prefer items with clarified effects so here they are quite exact. But interesting fact appeared: thanks to “collecting ingredients” they began interact much more with the world.

Feel free to use it or give some another ideas.

Senzaemon´s Small Healing Pot (1W, applied)

Small breakable ceramic pot decorated by some strange signs: 薙切 仙左衛門 (one of the anime characters).

When you have a time to collect ingredients (harvest, hunt, buy, etc.) to prepare a fine meal (your choice) and find enough time

to prepare it for 2 characters (your choice), roll 2d6+INT.

10+ choose 2

7-9 choose 1 (GM chooses a cost or complication)

6- choose 2 and reverse (or GM decides, depands on fiction)

– The consumer´s body enjoys the healing power of ingredients. Heal 1d8 HP.

– The food strenghten your body. Add +1 modifier to STR rolls. Effect lasts 1 day.

– The food is full of energy and you feel you can crush anything in your way. Add 1d4 to your damage rolls. Effect lasts 1 day. (here I was thinking about best of 2 dmg dies but players like to roll various dies)

Kitsune of Japanese Myth

Kitsune of Japanese Myth

Kitsune of Japanese Myth

For +Andrea Parducci

KITSUNE

Solitary, Stealthy, Intelligent, Hoarder

Talons (w[2d8] damage) 12 HP, 0 armor

Close

Special Qualities: Shapeshifter, Illusionist, Trickster Guardian

Kitsune is the Japanese word for the fox. Foxes are a common subject of Japanese folklore; in English, kitsune refers to them in this context. Stories depict them as intelligent beings and as possessing paranormal abilities that increase with their age and wisdom. According to Yōkai folklore, all foxes have the ability to shape shift into human form. While some folktales speak of kitsune employing this ability to trick others— as foxes in folklore often do— other stories portray them as faithful guardians, friends, lovers, and wives. Foxes and humans lived close together in ancient Japan; this companionship gave rise to legends about the creatures. Kitsune have become closely associated with Inari, a Shinto kami or spirit, and serve as its messengers. This role has reinforced the fox’s supernatural significance. The more tails a kitsune has—they may have as many as nine—the older, wiser, and more powerful it is. Because of their potential power and influence, some people make sacrifices to them as to a deity. Conversely foxes were often seen as “witch animals”, especially during the superstitious Edo period (1603–1867), and were goblins who could not be trusted (similar to some badgers and cats).

Instinct: Cast Illusions

Pretends to be human

Shape shifter

Be resourceful for evil or good

Here’s my collection of Hot Springs Island resources. I’m regularly adding to it as I continue my campaign.

Here’s my collection of Hot Springs Island resources. I’m regularly adding to it as I continue my campaign.

Originally shared by Michael Bacon

Here’s my collection of Hot Springs Island resources. I’m regularly adding to it as I continue my campaign.

Not sure who I stole this from, but it dawn to me that the move isn’t only useful when a player comes back after…

Not sure who I stole this from, but it dawn to me that the move isn’t only useful when a player comes back after…

Not sure who I stole this from, but it dawn to me that the move isn’t only useful when a player comes back after missing a session, but it’s also very good for when the group gets separated and you’re not interested in the minutia plus you don’t want to set one group aside while you resolve the player, then get back, etc.

I’M BACK!

When you reunite with the group after being separated for an extended time, say what happened and roll …

■ … +STR if you fought a monster or escaped imprisonment.

■ … +DEX if you did something secret, stole something, or evaded something.

■ … +CON if you trained under a mentor or acquired help or resources.

■ … +INT if you learned ancient knowledge or invented something.

■ … +WIS if you discovered a secret or had a divine

encounter.

■ … +CHA if you made an ally, learned about a culture, or purchased something of interest or value.

On a 10+, you had a prosperous leave; take +1 Forward and mark XP.

On a 7-9, you attracted trouble or your actions had unintended consequences, the GM will say what.

The dark fantasy one on one Dungeon World podcast I produce has nearly finished!

The dark fantasy one on one Dungeon World podcast I produce has nearly finished!

The dark fantasy one on one Dungeon World podcast I produce has nearly finished! It’s a good time to jump in before the finale in a few days time.

It tells the tale of Alford Soultaker, a traitor and prisoner in the frozen north, and the cursed sword he just can’t get rid of.

Originally shared by Oli Jeffery

The end is so very nigh for Alford Soultaker! In part one of our two part finale (http://www.gauntlet-rpg.com/comic-strip-ap/dungeon-world-alford-soultaker-12-part-one) we find Alford and Helda on the run from the flaming wreckage of Frostbreach, with enemies closing in on every side and Alford more haunted than ever by the presences trapped in Wyrmblight… Robert Bullen​