I got to experience DW as a player for the first time last night.

I got to experience DW as a player for the first time last night.

I got to experience DW as a player for the first time last night. After running the game for about 5 months it was nice to just sit back and play for a change.

I played a Ranger named Semper and my GM allowed me to take a Dire Wolf as my loyal animal, whom I named Fidelis.

I had a lot of fun pumping giant spiders full of arrows, and can’t wait to reach level 6 so I can take “Special Trick”. I’ll take the Druids “Eyes of the Tiger”, which will allow me to see through Fidelis’ eyes.

My favorite moment of the night was when I used Fidelis to help with a Parley roll (using the threat of Fidelis ripping the guy’s throat out as leverage). I rolled and added it’s cunning (+2) and my CHA (0) and STILL got a 6. My GM said “Bjorn chuckles and says ‘You think I’m scared of your beast? That’s not a Dire Wolf. THIS is a Dire Wolf!’ and whistles. A Dire Wolf the size of a grizzly bear comes around the corner and growls at you and Fidelis, then sprints towards you. What do you do?”

FUN TIMES!

just gm’d my most successful and complete and unfumbled session of anything ever.

just gm’d my most successful and complete and unfumbled session of anything ever.

just gm’d my most successful and complete and unfumbled session of anything ever.

i live in a strange agricultural community, so my roster will include the professions of those involved

me gm, former dairy farmer, current ceramicist and invasive plant eradicator

tk, young dairy farmer, played bug, hobbit thief raised by centaurs

jt, forestry and horse enthusiast, jack of all trades, played hapless centaur wizard named xorczk

kg, orchardist, former ceramicist, householder, played alea, the centaur cleric of the earth mother

lg, orchardist, mushroom enthusiast, played cornelius dragontoe, gnome bard with a love of buckets and bugs

we played a modified mornigstar slave pits, the slave pits of Maestro’Z

we established that maestro z was a satyr dark sorceress who was trying to destroy the world and rebuild it in her image. she is the former lover of xorczk during their days in the wizard college in the forest. she is the former muse of the bard until he learned her true name. she is also the true mother of bug, who is half-hobbit-satyr, which explains the excessive body and foot hair and nubbin horns. the earth mother’s enemies are trolls, the undead, and griffons (as they are envoys of her rival god of the sun).

during the earthquake the bard tried to springsteen the slaves to revolt but a 6- created a sultry song which killed all the rest of the slaves. the squid-faced fox bodied squitsune taskmaster tried to stop them, but alea blocked them off and they went to the killing pits where slept the uncultured troll. while sneaking past they ran into fire beetles, but cornelius was able to pied piper them with his ukelele and they left the sleeping troll alone.

when they reached the chasm they found the assassin vines right away. cornelius used all but one of the fire beetles as vine fodder to clear the path, they got a little loot and continued on their way. cornelius kept his last fire beetle in his drag bucket as a pet.

as they got closer it is revealed that maestro z abandoned bug as a baby among the centaurs, who, it has been established, drove all hobbits from their homeland. she did not expect her old flame, xorczk, to raise the child in the centaur community, which he did. turns out she left her child there to die due to a prophecy.

anyway, bug slips away, leaving everyone behind to confront the sorceress solo. conelius tries to distract her with a marvin gaye style slow jam, but it only affects xorczk who spends the rest of the evening entranced in the nostalgia (jt went to bed)

meanwhile alea was trying to find a zombie head to use in a ritual to appease her diety when she ran into maestro z’s gollish lieutenant who sliced up alea’s arm. that’s when bug came out of the shadows and dispatched the gnoll with an easy backstabbing.

after some struggles involving cornelius and maestro z over one thing or the other, maestro -xs true name was revealed to be micky zit. she was furious, and thoroughly embarrassed. alea made sure to pray to the earth mother to lether know the silly name of this silly witch. in the end, bug, using golden root and mother-child bonding to destroy the ritual and save the day.

eveeyone who stayed to the end were very happy, we had a lot of laughs, and the beetle in the bucket is the best. anyway it felt good to finally not stumble through without a satisfying story.

thanks

Adventuring Gear!

Adventuring Gear!

Adventuring Gear!

One of my absolute favorite things in DW is Adventuring Gear. It contains what you need and eliminates the tedium of purchasing and tracking mundane items like torch, bedroll, and tent, and also eliminates the frustration of NOT having that “rope that would be really helpful right now but I didn’t see it on the list”.

It is fun to see your players use it well, but last night was especially fun because my players roleplayed it really well. Here’s a paraphrase:

ME: There are no doors on this side of the building, but there is an open window on the second floor. What do you do?

THIEF: I open my Adventuring Gear and rummage through it. Dang, I don’t have a grappling hook, but I have some rope. Can anyone help me out?

RANGER: Let me look. I have these iron stakes that I’m probably not going to use, will they help?

FIGHTER: Let me see them. I bend them into rough hooks.

ME: Roll Bend Bars for me. (8) Choose 2.

FIGHTER: It doesn’t take very long and makes no noise.

ME: You make usable hooks and attach them to the rope. They are pretty much unusable for anything else though.

RANGER: That’s fine, we both lose a use from our Adventuring Gear, and he gains a grappling hook.

My Thief could have EASILY just pulled a grappling hook, but that was a lot more fun to play!

I have to mention that I’ve made one of my End of Session experience questions “Have we used fun yet appropriate examples of roleplaying to advance a situation?”

With the narrative focus of DW I feel that this question is appropriate to help add to the narrative experience.

Here’s another.

Here’s another.

Here’s another. When a player Discerns Realities are they absolutely limited to the list of questions provided? Would it break the rules to allow other questions or variations of them?

Thanks to all of you for the help these past few days. I’ll try to find the time to write a recap of our first two sessions so far with everyone, including myself (GM), being new to DW.

Last friday I had my first session as Dungeon World GM.

Last friday I had my first session as Dungeon World GM.

Last friday I had my first session as Dungeon World GM. I had played once as a player and I was very interested in trying the system. This made me ask a few questions here a few days ago and now I feel obliged to give a feedback.

Just a quick background: I’ve been playing RPGs since 1986, most of the time as a GM. GURPS, D&D (in all incarnations, but I prefer Rules Cyclopaedia or a modern retroclone, like Epèes et Sorcellerie), Savage Worlds, Barbarians of Lemuria, Dragonlance 5th Age… I’ve played them all and much more, but those were my favorites. I’m also a published RPG author and novelist. My gaming group had a brief experience with Barbarians of Lemuria but prefer Savage Worlds over it.

That said, here’s the game recap.

I’ve created some hype during the week. At first, we should just make a break in our Savage Worlds campaign and I’d GM a one-shot. I shuffled the basic playbooks, gave two to each one, and said they could keep one and exchange the other in order to see every choice. They didn’t discussed that at first, but I’d answered lots of questions. In the end, this was the party:

-Elf Ranger and her Bear

-Elf Wizard

-Human Druid

-Human Bard

Then I asked them lots of questions, writing everything of note. Names, places, interesting tidbits of lore, source of magic (for example, I’ve found Elven magic, and maybe all magic, is in the blood, and spell-less Elves are outcasts — this was something I’d never think by myself — and the Wizard had a twin spell-less sister she was trying to find).

They found a village in ruins, scorched and burned, and found out that a kind of smoke giant caused all the trouble. The Wizard gained a follower (bodyguard) that wanted revenge on the monster, the Ranger got some info on it (the creature never entered forests, but its attacks were capable of incapacitate), and the others vowed to avenge the village. After that, they undertook a dangerous journey (good way to show them the basics of the system) and they met the smoke giant (in my book, that was a re-skinned Ogre for lack of an understanding on what could be fatal to first-level players).

The players then discovered that the smoke giant was the same one their other characters (Savage Worlds campaign on hold) had fought, but they were incapacitated. So the Ranger and her Bear struggled to find a way to put them on a safe place in the nearby woods while the others fought the creature. Basically, the battle field was:

Woods — Windmill — field by a cornfield — river — nearby hill

When the “other” characters were safe, the windmill collapsed and created a true safe spot for them. Yet, here my own troubles as a GM begun.

Well, they were not “troubles” per se. The real problem was to think of how to deal with players choosing to put themselves in a dangerous position when rolling a 7-9. If this was another game I’d have no problem in creating problems for them, but they would be more-or-less scripted problems. Here I needed to do everything “on the fly”.

And that was a fantastic creative exercise!

As the fiction (as told by the players) informed me that dangerous animals were in the vicinity, wolves were my first choice (the pack was starving due to lack of food lately and wanted to prey on the weak).

During another exchange, steam and bubbles formed on the river (show signs of a new threat)… and a player decided to take shelter and discern realities. That gave me the idea of presenting them a figure on the hill, casting spells using a chime.

Combat was exciting and they slowly depleted the smoke giant’s strength — and that was the first time they needed their Last Breath as the Ranger fell (and Death told her she would never touch the land with her feet again without the blessing of a virgin leaf, so from that moment on she needed to put leaves under her feet to stand, and that meant new leaves every day). — And, meanwhile, the party Wizard cast a magical missile toward the one on the hill, destroying the chime… he then evaded the scene…

While they tended to their wounds (and the Wizard’s follower deemed her task complete and left–my mistake here was to not include the follower on a more active role during the combat) during the night, they were ambushed by bandits (“you are trespassing and we are the deputies to the sheriff of these woods, so you must pay us taxes to camp here”). As the party was wounded and penyless, the best course of action, in their opinion, was to surrender they valuables and weapons. The bandits left, but the party sworn revenge…

And I called it a night. It was already late, so I ended the session there. But my players wanted more. They loved the system, loved their chars, and wanted to keep playing. As they were staying there that night, I told them we would continue on the next day…

…and that we did:

On the morning, a young elf approached them and explained the figure they saw on the hill was their clan’s wiseman, and he was inviting them to the clan’s home ground. They believed that was a trap, but decided to follow anyway. However, they would take a little more time to cross the distance because they needed to, at least, border some forest in order to collect virgin leaves for the Ranger. The young elf, then, dismissed them as he would follow a more direct route.

However, as their dangerous journey was on its way, they rolled well and found a shortcut through the mountains–they just needed to climb them.–And they rolled poor to be aware of dangers, so they were ambushed by orcs during the climbing. Without weapons, they were forced to retreat, losing another day. Avoiding the mountains, the Ranger then hunted for food (I’ve created a quick move: 10+ you find food for you and your party; 7-9 you find the food you need, but you must fight for it) and needed to best a boar in order to feed everyone.

Then they were ambushed by another orc tribe (symbols on them indicated the difference), and the spokesperson for the orcs was too well articulated. They fought, the Druid fell, but as he found Death as a White Stag, he was given the chance to keep his task if he beared the horns of a stag from now on–and then the horned Druid came to live once more.–But the orc leader asked for a truce during a standoff.

He told them he was in search of someone to lift the curse upon his village (and mentioned a man with a chime in his hand was responsible for that). They decided “the man with a chime” was a common threat and, as the enemy of my enemy is my friend, they followed the orc.

However he was no ordinary orc: he was the chieftain–as they soon discovered when they set foot on the village.–But the village’s shaman, a wise and strong orc woman, called him weak and unworthy, since she told them he was to blame for the curse in the first place.

You see, in the middle of the village was a large statue of an orc warrior, hands up. The shaman told them the statue once held a stone maul, but it was stolen. If the chief recovered that, the village would prosper once again.

They recovered their wounds, re-armed with the village’s blacskmith (requiring manual labor in exchange), and levelled up. Noteworthy, the Ranger took Cleric spells as her new move. Then they followed the orc chief to a nearby hollow mountain: a large swamp inhabited by lizardmen was inside, and there was a big tree with the stone maul.

They fought the lizardmen, but the Bard and the Druid died. When they were to recover the stone maul, the tree spirit appeared and told them only the worthy could take the maul… and the orc chief demanded they attacked the spirit before listening to its lies.

However, the Ranger felt the spirit told them the truth and when the orc chief opposed them, they fought. The orc chief was strong and the fight was complex, but near the end the Wizard got the stone maul and used against the orc chief. They triumphed.

Returning to the village with the prize, they put the stone maul on the statue and saw it grasp it once again. And life was good and everyone rejoiced.

You see, my players didn’t want to end there. They wanted more! I had nothing else planned, so I asked them for a few minutes to think about it–and the players whose chars died created another quickly: we soon had a Paladin and a Barbarian to join the Wizard and the Ranger. I’ve asked a few more questions, thought of something and…

…well, it was another great game. I’m sure you don’t need another recap so soon (this one was verbose enough).

TL;DR: They loved Dungeon World, and I was really impressed by the system. It never occurred to me that a system could so quickly jump to my Top #1 so easily, but this happened. They don’t consider returning to Savage Worlds and I glad we finally started a new age in my roleplaying carrer. 🙂

Title

Title

Recap Intrigues 20: Death from above

Renegar Subitai: Pete

Jek Kemetou: Steve

Taefala of Vamana: Mike

Cirian: Bob

GM: lil’ ol me, Storn

{We left last ep on a cliffhanger. 3 scout ships from the Black Spire had responded to Renegar raising Jarita’s dad’s ship with magic. They were already in the area, responding to psi energies released by activating the cache/control and command center inside of Windward Island. I had originally said that each ship had disgorged an Illithid… but I changed my mind and retroactively changed it to Illithid shock troops, in this case, a servitor race of Bugbears.}

The large 8 ft tall, armored Bugbears hit the ground with force. Dual wielding psionic maces, they started forward towards our heroes. Quite a bit of ground between the two forces, this was going to be a ranged battle. Cirian was the fastest, linking hands and minds with the untrained Jarita, he fired a tremendous bolt of mental energy, flipping one bugbear end over end, hurting him horribly.

http://s2.photobucket.com/user/Storn/media/Illithid%20enforcer%20F72_zpsrukzcjpq.jpg.html

The other two bugbears waded through arrow fire from the heroes, bringing their psionic maces up and firing beams of green seeking energy toward Cirian. Much to his comrades amazement, Cirian stood firm and deflected the beams with his mind. {Cirian rolled 10+ on his Intellectual Fortress move. Very cool.}

The heroes continued a withering pace of arrow fire from Jek, Taefala and Renegar. But the armor and the parrying ability of the psi-maces allowed the bugbears to keep creeping closer. Renegar switched to earth magic, but one of the bugbears managed to break up the spell. (Ren rolled -6). Jek called upon the spirits of the dead to aid the party, but something went horribly wrong. The spirits in their capriciousness decided to heal the Bugbear that Cirian had pushed out of the fight and had hurt so bar.

Meanwhile, the bugbears had decided, or were programed, to respond to the psionic abilities of Cirian and were combining their psi-mace beams into one big one. Despite Taefala charging towards them and more combined arrow fire, the bugbears were pushing their beam towards the young man. But yet again, Cirian managed to deflect the giant beam with ease (total of a 14!).

Finally, an arrow finds one of the lead bugbears, ending his servitor life. The other one, realizing that things are lost, signals the one that was healed by the spirits of the dead to retreat. That one flings open his arms and his scout egg drops down upon him and scoops him up. More arrows end the one closest to the group. Renegar taps into the winds and summons a mini tornado (10+!) and hammers the retreating scout ship into the treeline.

The last bugbear scout weakly tries to fend off the approaching heroes, but Cirian swats his mind aside and kills him. Renegar pulls his body out of the scout ship and all of them start to investigate the weird craft. {At this point, we have gone so far to Thundaar the Barbarian territory with the super-science/sorcery, that we actually had to discuss it in modern terms…like the med kits the bugbears had and the view screens inside the cockpit}

The craft is disturbing, Jek sense many souls, many of them alien and unknown, were sacrificed to create. The psionic engineering is a corruption of Cirian’s people elegant crystal psionic crafting. They decide to start a fire in the cockpit, destroying everything but the husk.

Jek tries to commune with the dead bugbear pilot’s soul. Bits and pieces of being a servitor race come across, but the intel the company was hoping for wasn’t really forthcoming. Jek then decides to try and contact Bartholomew, Jarita’s father and the pilot of the Euprhaxia. Things go a bit askew as an angry Bartholomew possesses Jarita, his daughter. {Steve rolled 5 failures this night! Even with an +1 aid coming from Cirian, it wasn’t at all that they wanted. One cost was that Jarita and Cirian’s psychic link was severed and couldn’t be re-established… for the moment}

Through Bartholomew, fixing the Euprhaxia is possible, the biggest obstacle is growing a new control crystal or finding the old one that was struck from the ship during a lightning storm some 30 years ago. The control crystal might have fallen on land over a small island called Dydae’s Cove. The memory crystal of the Euphraxia judged that around 38%

But Bartholomew was stuck in his daughter’s body and causing her soul to shrink. He wanted to be let go. But Renegar asked if he would want to stick around and help his daughter, if there was another vessel available. Bart died when Jarita was 3 and that was a huge temptation.

“What vessel?”; BAtholomew asked.

“Me”. Answered Renegar.

Stunning everyone, Renegar was insistent. It was settled, Jek & Cirian coax Bartholomew into Renegar’s body. Renegar is now a man of two souls. And this seems somewhat permanent, some greater powers will be needed to separate the two souls. {A success with a cost, 7-9 result on Jek’s roll. Pete really roleplayed the two personalities really well and there were interesting conversation between Bart, Jarita and Cirian, who have this shared culture in a ways.}

The company+one camped on the top of Windward island and returned to the village below in the morning. They buy a ship, Bart had become a fisherman after he married Jarita’s mom and had even been to Dydae’s Cove several times to fish. He didn’t know at the time that the Control Crystal might lie on the atoll. And as he explained to Cirian, after awhile he no longer cared, he loved living on Windward Island with his wife and child.

Buying a boat was easy with Jarita’s connections. Off they set for Dydae’s Cove. The journey is easy and well-travelled. They arrive to the atoll of crystal blue waters and the ruins of an Ashanti fort. {And that is where we leave it}

http://s2.photobucket.com/user/Storn/media/Dydaes%20cove%20F%20100_zps44me2rep.jpg.html

I’m back with two more questions!

I’m back with two more questions!

I’m back with two more questions!

1. I’ve noticed something while playing on Saturday where a characters sheet said “1 Armor” and in another spot said “+1 Armor”. Is that just a typo? Is there a difference or is it a flat rating of 1, 2, 3, etc?

2. I read yesterday that a characters damage rating is the base rate (so 1d10 for a Barbarian) regardless of weapon used. Does this value ever increase?

Thanks everyone. More questions to follow.

Highlight from tonight’s Halloween session:

Highlight from tonight’s Halloween session:

Highlight from tonight’s Halloween session:

All hell broke loose when an occultist sorcerer accidentally opened a rift to an aberrant plane at a fancy masquerade. The intent of the host and his cult buddies was to sway the local nobility over to the new heretical religion in town with a show of power, but the attempt to impress everyone by opening a portal to another part of the country ended up peeling back the fabrics of reality and revealing a place between worlds – and then a Beholder on the other side decided to crash the party.

The adventurers quickly learned that attacking the monster head-on was dangerous, especially when they realized the hard way that looking at its big, central eye for too long while trying to act against it ran the risk of paralysis, petrification, fear, and in the worst case, hypnosis.

After the Cleric almost got killed on the spot for trying to charge the beast and got charmed for her troubles so the creature could freely chomp on her, a change of strategy was in order. The Ranger managed to get into a subtle position in the destroyed dining hall and hide until someone else drew the Beholder’s attention so to trigger a called shot while its body was turned away. The beast was stunned (a Beholder is basically just a big head, so there’s not many other called shots to make) and the Druid used this opportunity to shapechange into a stag and charge with the hopes of pushing it back into the portal it came from. The creature didn’t take long to start emerging again, though, so the Druid used their strength to stop it in place halfway between worlds, and then spent their other hold to again push it – and themselves – beyond the abrasion in realities.

At this point, as the Druid and the Beholder both entered the monster’s strange, blasted wasteland of a native realm, the Druid’s expenditure of their last hold caused them to shift back into their natural form. The Beholder opened its mouth wide and lunged forward, trying to take the Druid up into its toothy maw.

At this point I ask: “Druid, what do you do?”

The Druid replies, “Nothing. I let it happen.”

I say that the Druid is pulled into the Beholder’s jaws and gored for what ends up being 15 damage, then ask where that leaves their health.

“Almost dead,” the Druid says. “I shapechange into a bear while inside it.”

Even though the Druid ended up getting a six on their shapeshifter role, it was pointed out that the Druid still gains one hold on a miss. The Beholder bites down and brings the Druid to death’s threshold, but in the process its loses all of its teeth and its jaw is torn off its face. It flees into the wasteland, maimed and critically injured, leaving the rift in reality and the dying bear behind.

In the end the Druid agreed to Death’s bargain: since they were in a state of shifting somewhere between human and animal when death came to claim them, they received to option of forsaking their human body and keeping their bear form as their natural state in return for keeping their mortal soul. They decided to remain on their side of the rift in realities and defend their homeplane against threats like the Beholder as a big magic bear until their companions could figure out how to close the rift, which is so cool I’ve already decided to incorporate it as a lore element into my main DW campaign somehow.

Overall, it was a great night of roleplaying. Dungeon world is a wonderful system for keeping the pace flowing from action to action, and the last few months of running it have given me a lot of appreciation for the potential that sort of flow has for creation really memorable moments at the table.

How has everyone been dealing with dual wielding weapons.

How has everyone been dealing with dual wielding weapons.

How has everyone been dealing with dual wielding weapons. So far I have been using them like they are both attacking and causing the full damage rolled by the player and if they roll above a 12 they may double the damage.