What are some exciting things that could happen in a large scale battle against a stronghold.

What are some exciting things that could happen in a large scale battle against a stronghold.

What are some exciting things that could happen in a large scale battle against a stronghold. The details need to push action and change the environment. Think zoomed out and off camera, too.

Something like:

-The archers loose a volley

-The calvary bursts in

-The southern wall collapses

-Raise the ladders!

-A mystic fog rolls in

-Release the trolls

-The city has been breached

Today, on #DungeonWorld, we left the last session of the year in the Garden of Light, wherein the dryads had given…

Today, on #DungeonWorld, we left the last session of the year in the Garden of Light, wherein the dryads had given…

Today, on #DungeonWorld, we left the last session of the year in the Garden of Light, wherein the dryads had given our heroes a final warning to leave the garden, but the cleric & wizard had convinced them to allow them a chance to release the trapped soul of Light (the druid who lived and died there). The dryads are now holding the rest of the party as a security deposit.

I’ve run Havenshine a couple of times but never visited the garden until today.

I’m still dissatisfied with Undertake a Perilous Journey.

I’m still dissatisfied with Undertake a Perilous Journey.

I’m still dissatisfied with Undertake a Perilous Journey. For whatever reason, none of the modifications to the move I’ve read or created seems to click for me.

Then it came to me today. Why not just ask for plain Defy Danger?

I know, right? How innovative! If I’m dumb enough not to have thought about it before, I guess its worth mentioning XD.

Here’s the modified move:

Undertake a Perilous Journey

When you travel through dangerous lands, indicate the course you’d like to take. The GM will determine how many days the party travels before reaching the next point of interest, describe the scene and tell you to mark a number of rations. Then, each character describes what he does to help the party reach its destination and avoid dangers along the way and roll Defy Danger.

Point of interest here is a catchall term for any Danger, Discovery, Dungeon or Steading that the party will stumble upon, whether it’s randomly rolled through Perilous Wilds or a prepared encounter. It can also be a simple event such as “After X days, you only have 1 day of ration each and decide to make Camp” which would certainly lead the characters to Forage or otherwise do something about it (eat their horse… they’ll definitely eat their horses).

I’m always forgetting about +1 Forwards / Ongoing.

I’m always forgetting about +1 Forwards / Ongoing.

I’m always forgetting about +1 Forwards / Ongoing.

I’ve heard about City of Judas’ Advantage Dice and I think it’s a great way to keep track of bonuses.

Here’s how I plan on using it, I need a sanity check to make sure it would actually work without hassle.

When you gain +1 Forward, instead, take +1 on the Advantage Die (AD). If you gain +1 Ongoing, instead take +2 on the Advantage Dice. During any roll, you can replace the result of one die with the score on your AD. If you do so, reset your AD to 1. At the end of the session, reset the AD to 1.

For my upcoming campaign, my players are going to be in a world where strong emotions can bring about super human…

For my upcoming campaign, my players are going to be in a world where strong emotions can bring about super human…

For my upcoming campaign, my players are going to be in a world where strong emotions can bring about super human powers. The campaign should constantly be escalating, with ever greater stakes. Intensity rising, until things reach a crescendo, releasing in an explosion of emotions.

However I’m having trouble choosing fitting emotions. My thoughts are to link each stat with an emotion, and create a move similar to Defy Danger that would let the players preform ridiculous feats based off which emotion they are feeling. For example, I’m thinking anger would link to Strength and would let the players punch through great stone walls, or determination for Constitution, allowing players to hold that door open even as their bones break and their muscles are filled with arrows. Of course its not something they can do at any moments, and it will have costs, but that’s not to important right now.

Most importantly, the emotions need to evoke action and movement from the players.

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