Damn.

Damn.

Damn. My fourth DW session as GM with my sortof-newbie-group was a big disaster. The players said they had fun (I have very nice players), but I certainly didn’t.

Because one of us couldn’t make it that night, I thought I’d do another one-shot ‘flashback’ episode based around a Joe Banner starter, this time Altai Keep (http://joebanner.co.uk/altai-keep/). That approach worked so great last time, but this time it just… didn’t.

A big problem was that the objective “find out what happened to the missing villagers” was ultimately not very satisfying: they pretty soon discovered the villagers had been desanguinated and turned into walking undead. But since there was nobody for them to rescue (because I didn’t think of that in time!), there were no stakes left other than dealing with this horde of undead (which the players did by setting them on fire — that at least was a novel solution that led to a nice scene) and searching for the “whodunnit”. I completely failed to keep the subsequent fight with the big bad vampire priestess from just turning into a ‘keep whacking until she’s dead’ grind. The other big reveal in the scenario (that she was in cahoots with some resurrected minotaurs) went even worse, partially because by then I had ran out of time so I had to hurry up and infodump a lot of information, partially because I could already see I was not going to be able to stop the fight with the boss minotaur from turning into another grind, and partially because my players were getting bored and no longer taking anything serious (you try to project an air of menace and atmosphere when everyone’s giggling).

I hope next time (when we’re back to the main storyline in our campaign) things will go better. But I fear for the worst, because there we have also just reached the part where they need to confront a Big Bad monster — and I now really worry about my ability to make a scene like that engaging. The smaller puzzles & combat stuff I’m doing okay with, but the bigger fight scenes remain problematic, no matter how often I reread the “16 HP Dragon” inspirational story.

http://joebanner.co.uk/altai-keep/

I wanted to see if anyone was interested in playing some Dungeon World on Tavernkeeper.

I wanted to see if anyone was interested in playing some Dungeon World on Tavernkeeper.

I wanted to see if anyone was interested in playing some Dungeon World on Tavernkeeper. Its called Adventures into the Dreamlands: Terithal Company.

If you are interested, please click the link below and give it a try. GM is very easy to work with, you can make almost anything in this game, and the people there are very welcoming to new people who want to try something new. lol Sorry I didn’t put it in the right area.

https://www.tavern-keeper.com/campaign/1379/about

My most recent DW session led to two GM questions that I am hoping you guys can, once again, help me with.

My most recent DW session led to two GM questions that I am hoping you guys can, once again, help me with.

My most recent DW session led to two GM questions that I am hoping you guys can, once again, help me with.

First, I cannot seem to get a proper grip on the Volley move. For example, my Ranger player frequently wants to do fictionally sensible things that involve using her bow in ways other than just shooting to kill. However, ‘Called Shot’ explicitly requires a surprised or helpless target, so what do I do when during a fight against a non-surprised opponent she says things like “I aim for his legs”, or “I just want to disable, not kill him”, or even “I want to shoot out the lights”? Until now I’ve just said, sorry, Volley doesn’t work like that, you can’t shoot unless you mean it, and it is a fighting move so it has to involve an opponent — but to be honest neither my players not myself find that very satisfying. How do you guys handle this? Any pointers to better deal with this sort of thing?

Second question: as I understand the rules, player Bonds are uni-directional in terms of XP. Although both players should agree with the Bond when it is created, and agree that it is resolved, only the Player who has it written on his or her sheet gets XP when it is resolved. Is there a specific reason why a bond doesn’t give XP to both people involved? My players really seemed to expect that, and I was a bit unsure of how to explain the reasoning behind this not being the case.

As always, many thanks in advance for your advice!

Not a bad game.

Not a bad game.

Not a bad game.

Originally shared by Nathan V

(A summary of my first time running Dungeon World.)

The halfling thief, Tetikus Kecil, and her elven companions, Dambrath, and Elijas the Glorious arrive in Cormire.

Settling in a booth at the Bold Hawk Inn, Tetikus buys her friends a round of drinks with her ill-gotten gains. Tetikus asked the barmaid, Thelissa, about a Tannidl Vineseeker, an exotic fruit dealer attached to some treasure that she keeps secret.

Thelissa got nervous, and lets out that that’s not a name that strangers would be expected to ask for. She explained that he’s a recluse, in the north end of town, before quickly excusing herself to tend to the other tables.

Elijas suggested heading north, to find Tannidl’s home, when Dambrath notices a man in all black, with a green collar, and a black animal, with a gem at its collar, at his feet. Tetikus recognized the clothes as that of a merchant of a land not far from her own. Tannidl! Dambrath also managed to catch a glimpse of Thelissa, in the back room, getting yelled at by a superior.

At Dambrath’s suggestion, the trio finished their drinks and waited outside in hiding, to track Tannidl to his home. However, when he finally left the Bold Hawk, the plan fell through; Tetikus noticed that the black creature was a panther, and decided to ask if she could ride the large cat. He agreed, but asked a favor, first: travel east of the river to deliver a message. To help their travel, Tannidl allowed Tetikus and Elijas horses to ride. Dambrath would ride on his bear companion, Yogi.

At this, we drew the session to an end.

I wrote the below and sent the map to my 3 players for next week:

I wrote the below and sent the map to my 3 players for next week:

I wrote the below and sent the map to my 3 players for next week:

The Song of Change was on a caravan bound for the lands of Khaladel.  It never made it.  And it was a big one, some 400 people, 1000 pack animals.  It was lost in the Dreaming Sands.  The last reported location of the caravan is  about 7 days journey and you’ve lost 2 days (although we can retroactively game that out, getting supplies, finding more info and such together) getting ready for the expedition, it is now 22 days before the next full moon.  Which will give you all about 4-6 days to find the Song of Change.  And there is a lot of area to cover.    

What is one thing that Roh KNOWS about the Dreaming Sands?

What is one thing that Zehara and Rash have heard RUMORED about the Dreaming Sands?

The Outfitting.  

Temple of Vamana is funding the expedition.  Each participant will be given two desert bred horses and enough rations to cover horses and themselves for a 3 week journey.  Anything extra, will have to come out of the PC’s own limited funds.  

     The Allies:

   

Taefala of the Temple of Vamana and Kith Banu from the Temple of Cetheria will join the party.  Kith Banu is a horseclan and knows the area (ie Scout), as well as being an accomplished flautist.  Taefala is an acolyte and seasoned soldier.  She has taken a real shine to the Larsonist kids and wants to save them desperately.  Kith is excited about the lost Song of Chance.    

note:  Kith is not a bard, he is a musician and an acolyte of Cetheria (Goddess of Music), but he has no mystical abilities like a full fledge bard like Zehara.    

https://drive.google.com/file/d/0By5dAjwDgmCHN2ExV2J0dHFVcjQ/view?usp=sharing

https://drive.google.com/file/d/0By5dAjwDgmCHN2ExV2J0dHFVcjQ/view?usp=sharing

Ok, got together for our first session this past Sunday.

Ok, got together for our first session this past Sunday.

Ok, got together for our first session this past Sunday. It was all about planning, creating the game, the characters and this is what we came up with game wise. Fleshing it out as we play….

God of the Earth- Terra

God of the Seas- Marine

Rasoob- God of Bronze

Many years ago most of the continent suffered from a civilization collapsing attack from the depths of the earth. Huge Lava spewing hordes of tarantulas burned and ate everything in their path. Why they appeared has never been discovered. There are those who speculate that the raw channelling of magic unleashed the creatures. Other believe dark powers from underground created the spiders and let them loose for conquest and power. The initial attack seemed to be concentrated on people or places of mystic power. Anyone that could fled, seeking safety where they could. Some 200 years ago, one group fled to the colder, mountainous climes thinking the spiders would not follow. Arriving they found an abandoned and ruined city once ruled by the dwarves. Settling here, their number has grown to around a thousand.

Abandoned by the original gods, they discovered Rasoob The God of Bronze. Rasoob bestowed his blessings on the shattered and desperate people, giving them the divine knowledge of Bronze, how it could be made and it’s usefulness. He gave them the knowledge of the ancient dwarven machinery that had been abandoned and how it could be used to create great bronze masterworks. Weapons, armor, statues and more.

The ruined city is vast and not all of it has been explored. No one knows how much of it is buried in the mountain or what lies beneath. There are other known survivors who also occupy the vast cold wilderness of this mountain chain. In ruins, cave complexes and settlements living off the land, bartering and trading with each other and with others. Barbarians from the far north, fishermen from the west and others from far away lands occasionally appear with news, rumors and goods unseen for a generation or more.

Magic is spoken of in whispers. Certainly, there are those who have been blessed by the gods with divine power to heal, bless and more. Those whose power comes from the elements and from nature. The Mages of old are rare and hidden as are the remaining items of power of old.

What is left of civilization consists mostly of humans, half elves and a few minor races. Elves and dwarves are rare and for many years were not seen. Did they leave, were they all slaughtered or were they all in hiding? No one knows for sure.

The masses have forgotten how to write the language and the racial languages have mostly been forgotten. A few words here and there have become part of the “common” tongue. Bartering for goods is the most used way of trade, though larger settlement do support currency, usually coinage minted by the ruling classes.

Starting/ Home area-

The nearest village is a three day walk away. Nomadic traders travel the mountains and surrounding areas. A river flows from the ruined city to the coast. It takes two weeks to travel by river to the coast, a month by land. A few small villages are scattered along the length of the river. At times, raiders and barbarians are known to attack along the river. At the foot of the mountains and straddling the river is a large walled keep. It is known as a place to rest, trade and of safety. It is also a nexus of communication for the area. The owner of the keep is a powerful woman. Those who have tried to attack the keep or otherwise do harm to those within have been found mauled, pulled apart and, rumors say, half eaten.

ACTUAL PLAY:  Intrigues of Parsantium.  Episode 2:  Plots thicken

ACTUAL PLAY:  Intrigues of Parsantium.  Episode 2:  Plots thicken

ACTUAL PLAY:  Intrigues of Parsantium.  Episode 2:  Plots thicken

Players:

Steve (Rash)

Mike (Zehara aka Red Vela)

Pete (Roh Nazarian)

Storn (game master)

We picked up this session right where episode 1 left off, the dinner party announcing Rash’s nuptials to Allison Istakar.  After an uneventful dinner, Dominic Istakar, a young land owner in the Istakar family approached Zehara and while they danced, quizzed her on the scion of Al-Azir, Kavoos.  Kavoos, it turns out, had approached Dominic, to do a co-venture in growing certain medicinal herbs that are fairly rare and difficult to manage.  A way of doing business and mending fences between the two mercantile houses.  Was Kavoos on the up and up?  (A Spout Lore roll later) Zehara confirmed that unlike his mother, Kavoos did seem to be genuine.

Hetharu, the father of Allison and the leader of House Istakar took Roh aside.  He has a mission.  “I assume that you are hitching your star to Rash and that you have his back.”   In order for Rash to have some legitimacy,   Rash needs to have a win in front of the 7 Houses.  If Rash is seen taking care of a great issue, it could make things easier for him down the line.  Seems that docks have a new criminal player, stealing off the docks, intimidating, taking out House people and cutting into several of the House’s bottom line.  It is so bad, there has been talk about bringing the Golden Cloaks into the city, which is always an iffy thing, Golden Cloaks are military elite, not sherriffs.     There has been whispers about the “Felonius Larcinists” being a new player on the docks.   Where have they suddenly gotten the muscle and leverage to be making such inroads?

After some discussion, the trio decide to visit the docks and see what is brewing.  They make their way through the streets, about 1 in the morning, after the dinner guests have retired.  That sinking feeling of being watched comes creeping in.  4 figures, coming from various directions in the piazza that the trio are crossing, hem them in.  One with sickle and chain held menacingly, gives the lowdown:  “Back out the marriage, get some bruises.  Don’t back out of the marriage, forfeit your lives.”

Naturally, the trio are not inclined to be bruised or killed.  Rash sidles up to the piazza’s fountain, both as cover and as a distraction.  Roh notes that behind them on a roof is a bowman with one of those horseclan composite bows.. Nasty work.  Violence is touched off by Zehara pulling out her oud and playing the secret notes that cause brother to fight brother.  One of the swordsmen assailants attacks his brethren (7-9, Zehara has exposed herself, but the charm works).  Chain guy realizes that magic is afoot and throws his chain at the oud.  (Again 7-9, on Defy Danger, Zehara could take damage or get pulled into the fountain face first, but the oud will be missed).  Her clothing snagged, she is dragged into the fountain, face planting, while holding her precious instrument out of the water.  

Rash snaps a dagger at Chain guy, a substantial but not debilitating hit.  Roh had snagged one of Rash’s daggers before the confrontation and purposely ignores the bowman to take on Chain and Sickle.  The bowman puts an arrow into Roh’s back, but doesn’t hit anything too vital.  Roh grabs the chain and tries to close on it’s wielder.  (Pete was rolling pretty crappy, not out and out successes and more than one 6 or less.)  That fight quickly becomes one of who is quicker, stronger, rolling around, trying to close, not really succeeding, and getting nicked.  Meanwhile Zehara stands up and strikes that perfect note and the chain quivers and the last few ends shiver and shatter like grape-shot shrapnel, perforating the Chain and Sickle wielder (10+, 8 on damage on a guy who was already wounded)

A scimitar and buckler guy was advancing while his two comrades are fighting between themselves due to Zehara’s spell.  The bowman fires arrow after arrow, but Zehara and Rash take cover behind the statue.  Scimitar Buckler takes on Roh, who is now throwing around the remnant of the chain weapon.  But the Buckler traps the chain and it is Roh who is diving around trying to prolong his life.   Rash snaps out Magic Missile, a green shard of energy towards the bowman and at first their is no noticeable effect.  Then the bow slides off the roof and the bowman crumbles.  

Zehara casts her discordant spell again at Scimitar Buckler and blood boils out of his skull, he drops.   Unfortunately, the spell targets another, shattering the 400 year old statue and dropping Rash who was climbing it to get a vantage, into the water.  The two who were fighting finally shake off the spell, realize that their comrades are toast and split.  Rash, who is a street rat and has parkour like abilities, takes off, tackles one of them, breaking the thug’s leg in the process.  The other manages to get away before Roh can bring the bow to bear.  

A quick interrogation reveals that the thugs were hired by Gabert, a possible friend, contact (not quite sure) of Fwar Istakar.   Gabert was supposed to meet the assailants after the job was done at the Royal Exchequer.  Our trio decide to go there after stopping at their homes to change out of their nice, dinner clothes…now some are bloody and some are wet.  

(This was two players first brush with combat in Dungeon World, Pete had played before.  The consensus seemed that it was dynamic, fun and they seemed to really enjoy it.  They liked how the fiction drove the dice rolls.  I was pretty happy with it too.  Zehara the bard seems to be very powerful, although, Mike was rolling very well all night)

Later, now about 3ish, at the Royal Exchequer, which is a bar/gambling den of significant size, Rash asks for Gabert from the bored croupier.  The croupier relates that Gabert was here, but took off with another fellow, looking quite startled/scared.  The other fellow was the one assailant who got away from the ambush.   Rash picks a fight with a giant of man named Melvo after Melvo suspects Rash of cheating.  Rash was cheating.  Roh diffuses the situation and Zehara reminds them all that the task at hand is really looking into the Felonius Larcinists on the docks.

At which point, I say that the dock investigation is going to take a week and then some die rolls can happen to see what happens.  But assuming that they are investigating, asking questions and canvassing, they still have some time to do other things.  

Rash decides that he needs to break up with Pramanda in the most dramatic way possible, clearing his way to Allison.  Pramanda is an opera singer of some note and Zehara’s greatest rival.  So, Rash works it out that Zehara will be playing while he breaks up with Pramanda.  To really rub salt in the wound.  I make up a custom move using Rash’s CHA.

-6:  Bad Things

7-9:  -Some social backlash towards Rash automatically.

  Pick 1:  Break Pramanda’s heart

The shame and her reaction gets her fired from her current opera gig

Everyone knows that Zehara’s “street opera” is really about Pramanda’s disolving love life

10+:  Pick 2, no social backlash.

(Zehara tries to Aid, rolls 7-9 and gives a +1 to Rash, but there will be backlash.  Rash rolls a 10+, much chortling and laughter around the table).  So, her heart is broken and everyone knows that Zehara’s street opera is a pointed dagger aimed at Pramanda.  A few days later, we learn that Pramanda has hired the best playwright in the city to write “The spreading legs of Red Velvet” (Red Vela is Zehara’s stage persona) and that is the backlash.

We then switch to dealing with Velantius Kol and his street rats of the Felonius Larcinists.  (This was taken verbatim from the Parsantium text, Kol is a were-rat and infects some of the more promising children).  We go very meta-game at this point.  Roh has a move called “the perfect plan” and basically, you can meet goals as long as there are prices to be paid.  Rash tries to help with his “through the grapevine” move, but rolls -6.  So, instead of assigning a -2 to the roll (bad info), because the Perfect Plan has no die rolling, I assign to additional costs.

The goals:  

 Take control of the Felonius Larcinists

Make it look like it was destroyed so Rash can get his “win”.  

The prices:

 The temple of Vamana works with the trio to take care of this lycanthropy problem.  Vemana is the protector goddess of Parsantium.  Now the trio owe the temple big time.  

House Deviir learns of the were-rat problem and might do something on their own.

Kol and the kids are imprisoned by the Temple of Vamana, they will have to be killed by the next full moon when they change against their will.  This will be public and the trio will lose a lot of street cred killing children, especially children from the street.  

The Song of Change could reverse lycanthropy, but it has been lost.  In order to prevent price 3, it will have to be found.  

We determine that the Song of Change is actually an artifact, ancient.  Will cure lycanthropy, but then changes shape itself, it’s wielder then forgets how to play the song.  The last time it was used, it changed into the first “modern” guitar and it was in the palace of the Royal Family of Parsantium.  It became the blueprint for guitars as many craftsman studied it and Parsantium actually became the guitar capitol of the world.  But 50 years ago, the current elven ruler, Corvallius, sold it in a fit of rage (his mother was a lycanthrope and was never a smooth relationship even after she was cured).  

The Song of Change was sent out of the city on a caravan, but the caravan was lost in the desert, never made it to it’s destination.  

So, next session, our scheming trio will venture out into the desert to find the Song of Change before the full moon in 3 weeks.  Or as Mike put it; “road trip!”.  

Just wanted to share a fun moment when I believe I saw a player’s “adversarial GM brain damage” fizzle away.

Just wanted to share a fun moment when I believe I saw a player’s “adversarial GM brain damage” fizzle away.

Just wanted to share a fun moment when I believe I saw a player’s “adversarial GM brain damage” fizzle away.

We had an event where a itty bitty imp ripped a hole in reality to summon a shadowy tentacle monster from the shadow realm (I used Dirk Detweiler Leichty’s chromatic tentacula almost as is for this). Well the imp got scared, shut the magic down, and the tentacles grabbed hold of the tear and began pulling it apart to fit it’s bulk into our reality.

The first great turnaround here was that my players officially went from “guys trying to save their own skin” to “big damned heroes” who tried to save the locals and the small town.

Secondly, the big pivotal moment, was when the punchy Fighter who tried to make a min-maxed combat character realized he wasn’t going to be able to last for long and made some fantastically creative choices – grabbing a stinger on the end of a tentacle to stab it into another tentacle, tying them up and letting him get closer and closer to the tear. I was interested to see what he intended to do. And he did what he did best – he punched. And punched. The tentacles ripping open the tear were stomped on in the way a villain stomps on the fingers of the hero hanging off a ledge. And when all was said and done, the magical forces of the cleric and bard where no match for simply punching a portal closed.

The fighter changed after this. He became inventive and creative, no longer content to just punch things to death when there was trouble. He even managed to convince the imp, that the tattoos on his body were magic runes and he was a great wizard able to banish him to the realm that creature came from in order to Parley with the thing.