I have just picked up and fell in love with Dungeon World.

I have just picked up and fell in love with Dungeon World.

I have just picked up and fell in love with Dungeon World. I’ve read most of the rule book and watched a few sessions of play on YouTube. I love the freeform story-building aspect of the rules. I want to GM a game of this, but before I do, I’d like to participate as a player in a few one-shots. Is anyone running introductory VTT or other format sessions for DW newbies? If so care for a new face? Or failing that, does anyone have a spot open in an ongoing campaign that I could try out for?

Hello!

Hello!

Hello! The Gauntlet has a new show called Comic Strip AP. For people who follow the Discern Realities podcast, it’s inspired by the short bit of AP David LaFreniere and I do on that show. It’s kind of an anthology series featuring a number of different short, 1v1 actual plays. One of those is for Dungeon World, and I have included some links here for those episodes if you want to check them out.

Episode 1 (linked below)

Episode 2

http://www.gauntlet-rpg.com/comic-strip-ap/dungeon-world-domenico-castafiel-02

Episode 3

http://www.gauntlet-rpg.com/comic-strip-ap/dungeon-world-domenico-castafiel-03

Let us know what you think!

http://www.gauntlet-rpg.com/comic-strip-ap/dungeon-world-domenico-castafiel-01

How do I make a NPC that is dead inside and disinterested in the world around him while also being someone whom my…

How do I make a NPC that is dead inside and disinterested in the world around him while also being someone whom my…

How do I make a NPC that is dead inside and disinterested in the world around him while also being someone whom my party will care about?

As a DM I like to insert NPC’s into the party and role play as them along side my players. This time I wanted to give my inserted NPC a bit more of a dark backstory. Something akin to – he and a girl where in love, he went away with a group promising to return to her, the group betrayed him, time passed (years) with him growing colder each day, his past love finds him but he wants nothing to do with her, she follows after him usually only a day behind, he joins the party.

I’ve seen DM’s use distant, disassociated NPC’s in the past but when they did it the party would just ignore the NPC. The thought being “If they are just going to be distant then I’m not going to bother interacting with them. I’ve got better things to do than find out whats wrong with this character”.

How do I get my players to like him?

My main campaign won’t start up again until April, but I’ve been dying to GM so I ran a one-shot for some…

My main campaign won’t start up again until April, but I’ve been dying to GM so I ran a one-shot for some…

My main campaign won’t start up again until April, but I’ve been dying to GM so I ran a one-shot for some experienced players last night. I gave them the option of choosing two 2-5 moves, or one 6-10 move.

My best player, Dave, chose Immolator and picked Watch the World Burn. At one point the party was facing a horde of zombies, so he whipped out Watch the World Burn and rolled a 7. He said “Dang, I was actually hoping to fail because I wanted to see what would come with the storm”, and the other players laughed and thought it would be cool as well.

My response was “Didn’t that zombie club you in the head pretty hard?”

With eyes wide he quickly checked a section of the rules and said, “Yes, yes it did. My ears are ringing and my vision is blurred. I’m kind of out of it.”

“Yep, sorry, mark the Confused debility, which subtracts 1 from that roll, making it a 6. The sky rains fire devouring the zombies below, but also inflicting 1d6 damage to each of you, ignoring armor, but something else seems to be happening as well. What looks like a ball of flame right at the center of the storm is quickly expanding. In only a few moments it bursts like a bubble and something drops from the sky. The ground shakes as it lands very close to you, knocking you off your feet, and you find yourself staring into the flaming eyes of a Balrog (because I couldn’t think of anything else at the time). The creature snaps it’s flaming whip in your direction and starts to move towards you. What do you do?”

Normally I wouldn’t fudge a roll, especially in DW, but my players REALLY wanted to see what would happen there if he failed. I asked Dave what would have happened if he’d rolled a 9 or 10, and he said he’d be fine keeping it. It was only because he rolled a 7 (SSOO close to failure as he put it) that he wanted to fudge it.

Has anyone had a similar experience? Should I have left the dice alone, or was it OK for me to fudge the roll?

Intrigues Recap 23: Death from Above

Intrigues Recap 23: Death from Above

Intrigues Recap 23: Death from Above

Renegar Subitai: Pete

Jek Kemetou: Steve

Taefala of Vamana: Mike

Introducing Cirian: Bob

And introducing for one night only, Zamil, wandering swordsman: Ed

GM: lil’ ol me, Storn

[i]Mike’s friend Ed was in town from Ecuador for a couple of weeks. Ed hasn’t found a gaming group down in Ecuador, so he was jonesin’ for a game and asked if he could sit in on ours. Sure. More the merrier. I’ve run 5 before, fantasy hero, gurps, savage worlds, but haven’t done it with Dungeon World. Running 5 tends to be a bit tough on me, I find it really hard to spread spotlight time and love around with a lot of players. 3 or 4 is really my comfort zone. But I oddly, I wasn’t nervous. Last night, our experience bore that out. Dungeon World, by its structure, actually help keep everyone engaged and I think we all had a lot of fun. I know I did.

Beginning of the night, after explaining all the characters to Ed, what the situation was, he decided on the Dashing Hero (one of the RPGnow playbooks we have found). His “in” was that he escaped from a pirate ship on a dinghy and managed to make it to Windward Island where Cirian and Lillastra were waiting for the others to come back with the control crystal. [/i]

Zamil, the itinerant swashbuckler, overhears Lillastra and Cirian talking about Lillastra’s realm/worlds. Lillastra is excited by this fresh, young world. Being an elf from a high technological (Spelljammer-like universe), she is fairly old. The Illithid War was some 200 years ago and life has been pretty quiet since. She loves the rawness and excitement she has found within this diverse cast of misfits. Zamil comes over and makes a grand entrance, telling of his tale of escaping a pirate ship called Hel and making his way here. But Windward Island is boring and confining. He desperately wishes to get off the island and it sounds like our heroes might have a way.

Indeed, they do. Renegar, Jek, Taefala and Jarita return from Dydae’s Cove successfully recovering the Control Crystal to Bartholomew’s airship (see last ep, natch). Meeting them on the beach, with curious Zamil trailing, talk springs up on Jek’s botched casting of summoning the ghost ancestors to scare away the pirate ship, Black Spiral. Instead, the Black Spiral crew was possessed and mutated by the insane, angry, Ashanti and Illithid ghosts from a conflict eons ago.

Unfortunately, the airship is going to need 2 weeks of repairs before it is airworthy. Who knows where the Black Spiral will get to in that time. Jek is very worried about what has been unleashed on the seas. Talk on can Windward Island be evacuated? (no) Was Zamil on the Black Spiral? (he was not, he was on the Hel). Pirates have not been a big problem in these waters in quite some time. Sure, the occasional ship, but not like the loose confederation of just a few years ago. The islanders unified and smashed the pirates power in a couple of sea battles. [i]We also discussed black powder and if it was “in the world”. The table decided it was not. Sea battles are about ramming, ballistas and catapults. [/i]

Cirian shows Zamil the ancient Ashanti control room in the cliff of Windward Island. Cirian tries to use the psychometric observer abilities of the early warning system and see if he can locate the Black Spiral. While he has a definite bearing, he isn’t sure how far away the Black Spiral is. But the chaotic, psycho-black sorcery vibe is palpable.

2 weeks pass quickly as the team repairs the airship. It works and they are soon flying off of Windward Island. Zenegar, with Bartholomew’s spirit, Jarita, Bartholomew’s daughter, Lillastra, Jek, Cirian, Taefala and Zamil are on board. It takes 2 days to find the Black Spiral. When they catch up to the possessed vessel, it is a bad situation.

The Black Spiral and the Hel are anchored in the harbor of a fairly large city/village of about a 1000 souls. The two ships are launching burning pitch into the city, covering an invasion force of possessed sailors from both ships. Cirian telepathically surface scans the two ships, each one has a skeleton crew of gunners and command. Despite the overwhelming numbers (each ship has approx 50 crew), the time to strike is now.

Renegar/Bartholomew pilots the airship right next to the masts of the Black Spiral. Jek, Zamil, and Taefala jump out, Zamil cutting the sail as he slides down to the deck. Jek takes the rigging path, stopping occasionally to fire arrows at the ballista crew that is trying to swing around to shoot at the airship. Taefala also goes down another mast’s rigging trying to intercept a catapult crew.

Zamil is first, using his superlative fencing to disarm his opponents [i]Ed’s dice were on fire tonight[/i], pinking them for good stead. Jek, dropping his bow, starts to slice and dice his way through opponents. Cirian uses his psychokinetics to toss one of the ballista gunners into a bulwark. Taefala engages the catapult crew from the railing and looses her balance, falling overboard. She manages to snag a spar with one hand, desparately holding onto Truthbringer and trying to lift herself to the deck. [i]And so begins Mike’s worst night of dice, I think he got 5 xp as he failed 5 rolls. Poor guy. [/i]

The possessed sailors are incredibly tough. Ignoring mortal wounds, like when one slid up Zamil’s rapier and tried to box his head. Zamil managed to leverage his rapier and push the bastard overboard. They are not going down easily. But Zamil and Jek are starting to win through, Jek aided by his ashanti scimitar which is enchanted to eviscerate Illithid. But Taefala cannot keep her grip while the two of the catapult crew pound on her head with their loading poles. She falls into the water wearing chain armor. It is not looking good. [i]My evil moment as a GM, instead of damaging Taefala more I gave Pete a hard choice… let go of Truthbringer or fall into the water. The room groaned with such an evil choice. He chose the harbor. fun![/i]

Renegar tries to help by throwing killing enchantments at the command staff of the Black Spiral, a Captain, flanked by two lieutenants. But the ship seems to have defenses of its own. The Captain channels the black magic that Renegar is using and summons several psionic tentacles/pseudopods, oozing out of the mast to latch onto the airship. Renegar, really Bartholomew, panics and jams as much flight power as possible, and manages to break free with Cirian psychokinetically prying a couple of the tentacles away from the ship. They swing the ship around to see Taefala is underneath the waves. While Jarita drops a rope, Cirian telekinetically lifts Taefala out of the water enough that she can clamber back onto the deck, avoiding more attacks from the Cat crew. Finally, Jek has subdued his foes and races to her help. Zamil, finding the ballista armed and primed, spins it around towards poop deck and sends a bolt through the captain, who amazingly does not drop, but is seriously hurt. Cirian, taking advantage of the captain’s pain, overloads the bastard’s mind and kills him.

Taefala spins her Truthbringer’s spear through the knees of one assailant as Jek wounds another. Together, they finish off the catapult crew. All that is left is the 2 lieutenants. Zamil uses an entire arrow cart on one, pincushioning him to the poop deck. Ranged attacks from Cirian and Renegar finish off the last one. Then the bad news is that the Hel has open fire on the Black Spire.

Reload times are slow, as Zamil tries to bring the Black Spire about to use the ship’s unused armaments, Renegar summons a giant wave and washes the deck [i]I think the modified roll was like a 13![/i] of the crew. They had one.

Yes. There was the mop up of the city and those sailors in the water… but with arrow fire from the airship, there wasn’t much doubt that rallying the citizens of the island would end with the demise of the Black Spire and Hel’s crews.

[i]It was late and I thought the battle was harrowing and great. I wasn’t really interested in some long slog of tracking all these bastards down and kill them all. The table seemed to agree. Zamil gets the Black Spire and the loot in the hold as a chance to start his own ship. A great way to end a one shot character.

Steve has wanted to run a call of cthulhu game and this seemed like a really good halfway point for the game. He had run one session with Bob, Pete and Mike when I couldn’t make it one week. So, we are going to take a break from Intrigues of Parsantium for awhile. I think that next adventures will be getting back to Parsantium with the airship…. But who knows… the dice rolls might take the game in a different direction. I will revisit this thread when we get the game up and running again. [/i]

I watched the Dungeon World September One-Shot in YouTube over the last couple nights.

I watched the Dungeon World September One-Shot in YouTube over the last couple nights.

I watched the Dungeon World September One-Shot in YouTube over the last couple nights. It’s a fantastic example of great GMing (would you expect less from Adam Koebel??) and three tremendous players. I recommend it as a MUST VIEW for anyone wanting to GM or play Dungeon World for the first time!

https://youtu.be/D5FZ1Hw2EHs

Was taking refuge from the sandstorm in the temple of the angry desert goddess a terrible idea? SPOILER: Yes.

Was taking refuge from the sandstorm in the temple of the angry desert goddess a terrible idea? SPOILER: Yes.

Was taking refuge from the sandstorm in the temple of the angry desert goddess a terrible idea? SPOILER: Yes.

http://ragnerdrok.com/2016/12/07/dungeon-world-fates-fools-2-the-sand-trap/

Intrigues 21: Where heroes tread back in time and Goddesses weep.

Intrigues 21: Where heroes tread back in time and Goddesses weep.

Intrigues 21: Where heroes tread back in time and Goddesses weep.

Intrigues recap 21: Tears of the Moon

Renegar Subitai: Pete

Jek Kemetou: Steve

Taefala of Vamana: Mike

GM: lil’ ol me, Storn

[i]No Bob, so Cirian stayed on the island of Windward along with Lillastra. I posted a quick map of Dydae’s Cover, that I did at the end of Recap 20. All the action takes place on Dydae’s Cove.[/i]

After beaching the boat, Renegar, Jek, Taefala and Jarita start to muse on how to find the Control Crystal from Bartholomew’s airscout ship. Which there was a possibility, it landed here, some 30 years ago. Taefala decided to call upon Vamana, her goddess of justice, to see if there could be some divine guidance [i]Taefala actually has a cleric move now that allows her to request guidance and this was our first time using it. She got a 7-9, partial success[/i]. But before she could complete her ritual, an officer from the long dead Ashanti empire burst out of the jungle and yells at the party to pick up their gear and ready their weapons and prepare to repel invaders and runs back into the jungle, not waiting for a reply. [i]Here is the “but” for that 7-9[/i]

Jek realizes that this man is not living. He is a spirit who doesn’t realize he is dead. Or stuck out of time. Taefala completes her ritual while Renegar sprints after the Ashanti officer, Jek in tow. Renegar quickly realizes that the officer is leaving no footprints in the sand while he is on the move towards the long dead Ashanti fort Meanwhile, Taefala is compelled and pulled in the opposite direction. When Jek and Renegar that Taefala is trailing off in a different direction, they pull up and rejoin her.

Truthbringer, Taefala’s spear, is pointing towards a small grove with a sparkling pool. It is another grove of 13 gods, including a statue of Vamana. Similar to the one that was ransacked on the Island of the Nagas. But this one is in excellent shape, worn by weather and time, but still remarkable and beautiful. There is a sense of serenity and peacefulness. And then they step into one of those pesky Time Slips.

Suddenly, they are back in the past. Sometime after the Ashanti Empire fell, but before their present. As there are human islanders who are presenting offerings to each of the Goddesses. They are surprised by the intrusion by the invaders from another time. Jek can barely make out the dialect, but crude communication of “we come in peace” is managed. Certainly, Taefala, wearing the sigil of Vamana is accorded due respect from the 5 women.

Renegar, who’s magic is very good with natural forces, but not so much with divine forces, tries to commune with the grove’s water anyway. He wades into the water. He is stunned to find out that this is the birthplace of the Mother Goddess, the Sea Goddess herself, Goddess of Life, Kellis. Yet the statues were built some time after the Ashanti Empire fell.

[i]A great meta-talk sprung up around this action. We had not defined any of the 13 Gods beyond Vamana and her sister, Nanamav, goddes of vengeance… who actually is NOT in the pantheon of 13. The table decided, much to my delight, that all 13 were Goddesses. There are not major male gods in the world at the moment, although minor ones are sure to lurk here and there. We will probably define the rest of the pantheon as needed and one is defined later in this very adventure. This group of gamers is excellent at world building and it makes running Dungeon Worlds so much fun.[/i]

Renegar also determines that the waters are not connected to the Control Crystal and somehow the Control Crystal seems to be in two places at once. He comes out of his trance and somehow instinctively knows the right ritual for scatter water onto land and that appeases the women attendees. Figuring that being back in time is not a good thing, the trio quickly find the exit of the Time Slip and return to the Present.

Jarita is worried about how long they were gone upon their return. The party decides that the boat is in a safe enough place and want to turn their attention to the Ashanti fort, easily seen on the only hill on the Atoll from the water’s edge.

When just a few hundred yards from the hill, another Time Slip catches them. Suddenly, they are transported back to a cacophony of death and destruction. The fort, now in its prime, is firing wildly at incoming drop ships of the Illithid, the, or a, Black Spire overhead disgorging the Illithid troops. Ashanti and Illithid mega-sorcery weaponry warps and woofs across the sky. Our heroes are struck by a bolt of insight. Which results in understanding. Understanding that the combination of the weaponry of these two ancient empires creates the Time Slips!

An drop ships splashes in close to our party and charging the party are several Shock Troops, these mind controlled Kuo-Toa, a giant purple ape like thing with a shockingly long spiked tongue and an Illithid lieutenant. [i]”Grape Ape” as his table given name, was a great creature that I found on the Google+ Dungeon World Community. Thank you whoever thought up of this monstrosity! [/i]

Renegar reacts quickly, creating quicksand that snags two of the Kuo Toa in their own sinking drop ship. Jek tries to close in on the Illithid Lt. But the huge purple ape gets in his way, settling for hand to hand combat, Jek wounds it with his Ashanti scimitar [i]which has anti-Illithid enchantments[/i]. But gets smashed back for his troubles. Taefala charges the Purple Ape and manages to snag its retractable, spiked tongue, wrapping it around Truthbringer. Renegar trades bolts of black magic for bolts of psychic energy with the Illithid officer. Almost succumbing to the Illithid’s mind control, Jek manages to slip around and separate the officer’s head from his shoulder. Taefala makes short work of the purple ape, running Truthbringer through its skull and Jek engages the trio of Kuo Toa, taking them down quickly with some help from Renegar’s magic.

Realizing that the battle from eons ago is quite in full fury, the party cautiously backs up, trying to get out of the Time Slip. Just before they do, AShanti submarines crest the surface, opening up and spewing Quetzalcoatl serpents ridden by Ashanti sorcerers. They rise up attacking the Illithid Black Spire, doing damage and then POP! The crew is back in the Present.

Jek was badly hurt by the skirmish. Patched with some of the Illithid med kit taken from the scout pod on Windward Island, Jek hopes to heal up by sleeping it off. Electing to forego the exploration of the ruined fort, they make camp for the night. But sleep is interrupted by a silent, large black frigate class ship slips into the cover. Taefala wakes the rest of the party, knowing that they are spotted by their campfire which is a orange ember easily seen from the sea for miles.

Jek decides he will call upon his ancestor spirits to try and scare off the pirate ship. Pirates, definitely confirmed by Jarita. Jek settles into his ritual, but instead of his ancestors, he taps into the restless spirits of time and battle, summoning both Ashanti and Illithid from the conflict centuries ago. [i]Oh, yeah, totally botched roll! [/i]

The spirits swim and writhe right up the frigate’s side. The pirates are certainly frightened, but worse, they are taken over, souls invaded, bodies mutated by the vengeful, evil revenants that Jek has summoned. [i]This was a table/group riffing, it wasn’t just me arbitrarily deciding this. Steve was as much part of delineating Jek’s hubris as me. Too much fun! STeve is a huge Call of Chthlhu fan. I wanted a “psychic” debility to be levelled due to the insanity that Jek was seeing through his summoned creatures eyes. Thinking of Call of Chthlhu game, which has various phobias. Eventually after much fun table talk, it became a curse instead. The goddess of the Moon was angry, it was a full moon, of course. She had witnessed such misuse of dark forces and has cursed Jek. The key to lifting the curse is to stop the Black Ship. In DW terms, he has a -1 at night. “Is Jek now a necromancer,” Steve asks the table. “Might be, depends on how you take your next levels” seems to be the consent. [/i] Much to the horror of the observers, after what seemed forever night filled with screams of terror, the ship pulls up anchor and sets back out of the cove. What abomination has been set upon the Seas?

Back at the grove of the goddesses, that statue dedicated to Yemaya, the Goddess of the Moon, weeps.

But the sun comes up. The Black Ship is long gone and Jarita hopes that its first stop won’t be Windward island, but they could never catch up in a boat at night anyway. Better to press on with the mission of recovering the Control Crystal. Fight the Black Ship another day.

The heroes manage to make it to the ruined Ashanti fort, avoiding the Time Slips. On a tower, the Control Crystal is found, seemingly blinking in and out of reality. Jek sends Scout, his monkey to touch it. Scout doesn’t like it much, phasing a bit himself… but no permanent harm.

Renegar communes with the crystal. He discovers that the Time Slips from the ancient battles acted as kind of a funnel, catching the Control Crystal as it fell. The psychic energy of the Control Crystal magnifies and resonates and rebounds off the Time Slips, making the local Time Slips even more powerful and more erratic than the ones first discovered back at the Temple.

The party think they have a way to wrestle the Control Crystal out of the “funnel” because each represents a different power. Jek’s spirit magic. Renegar’s wild magic. Taefala’s divine connection. And Jarita’s latent psionic abilities. The all touch at the same time and the Control Crystal gently phases into the real world. [i] I think the roll was like an 11 or 12, total success! [/i]

[i] And that is where we leave it. We will start the next game on Windward Island (assuming Bob is back). Trying to figure out how to repair the air ship. Figuring out what to do next. This was a fun session for me. The grove of the gods was made up on the spot due to Taefala’s communing. Making up Kellis and Yemaya was very cool. I love it when stuff like that comes from the players. I REALLY like the major pantheon of this world being all goddesses. It is a small detail, but feels fresh and new to me in its implications.

I did prep the Ashanti commander coming out of the jungle as a bullet point in my prep. I expected a conversation with him at some point, perfect for Jek’s spirit magic… but the conversation never seemed like it had a place to come to the table. Such is DW. I also realized, at the table, during play, that it was this super science sorcery used by both sides that let to the Time Slips was that wonderful “aha” moment. Again, a small window dressing point, but cool to me to have it dovetail with the exploration of what these empires were up to in the long ago.

I had a blast running this session. I hoped the players did too. [/i]

Here’s the first session of a campaign that my group created using The Perilous Wilds!

Here’s the first session of a campaign that my group created using The Perilous Wilds!

Here’s the first session of a campaign that my group created using The Perilous Wilds! Making stuff up using random tables is so much fun. Comments welcomed (and appreciated).

http://ragnerdrok.com/2016/11/30/dungeon-world-fates-fools-1-fait-accompli/

So, I’ve never played tabletop games before, but have been wanting to for a while, and after some preliminary…

So, I’ve never played tabletop games before, but have been wanting to for a while, and after some preliminary…

So, I’ve never played tabletop games before, but have been wanting to for a while, and after some preliminary scouting, I liked the format of Dungeon World, so decided to start here. However, in person games aren’t really possible for me, given that no one I know here at school is into tabletop RPG’s. I’m wondering if there are online games willing to welcome a novice (new to the game, but not to writing and not to fantasy, if it’s any comfort), or groups that’d like to start a new, beginner-friendly game? I have three prepared characters—Druid, Bard, and Wizard—but I am willing to prep any of the ten classes and can sketch out a character pretty quickly (working on a Ranger, at the moment).

My best days/times are Friday or Saturday after 4:00 PM EST, but I can also, in a pinch, make Sundays work from 3:00-7:00 PM EST. If starting after New Years’ works better, I am also fine with that. I’ve just been wanting to get into this for a while, and it looks like fun!