I’m a member of this awesome little play-by-post community, and I’d like to invite you all to join.
I’m a member of this awesome little play-by-post community, and I’d like to invite you all to join. If you’ve never tried PbP before, it’s a very different experience from face-to-face gaming, and one I highly recommend. If you’re a PbP veteran, I’ll say GamersPlane is a cut above similar sites because of the active & supportive members and admin.
We’re about to start a DW game. Hope to see you there! 🙂
Last weekend I GM’ed my second-ever DW game with my group of mostly-new-to-RPG players, and with no experience and…
Last weekend I GM’ed my second-ever DW game with my group of mostly-new-to-RPG players, and with no experience and five players it was both exhausting and exhilarating to do, because of all the mental multi-tasking and improvising it required from me.
There were two situations I think I handled badly that I would like to get some feedback from more experienced GMs on, if possible.
First, I did not just want to throw endless slugfests, so I tried to set up enemies with annoying, even life-threatening moves that had to be ‘solved’ in other ways than just brute force: e.g. a tiny 1HP, blood-sucking, stun-inducing bampf lizard that when hit by anything immediately teleports away undamaged to another player, that was controlled by a magic object hidden nearby that needed to be found and destroyed.
In the end this worked out quite well (they threw the object away instead of destroying it, so I spontaneously had to decide on whether there was a range-effect involved, etc. etc.), but the thing is that by the end there were only two party members left unstunned. Instead of this giving my players a sense of major stakes (a la the 16 HP dragon), and a satisfying feeling of danger overcome, it turns out that the stunned party members just kinda felt left out of the fight, and started zoning out during the gameplay. (Which because of my inexperience probably also took much more wallclock time than it should’ve.)
Does anyone have any specific tips and tricks for course-correcting something like this when you see it happening halfway through, without it coming across as the GM again just starting to make arbitrary God decisions?
My second problem was coming up with 6- moves to make when my players kept rolling low. Yeah, I know about Suddenly Ogres, and I know I can sometimes just say “no, sorry, turns out you don’t remember anything relevant to this mysterious inscription after all”, but you can’t keep doing that without things derailing completely (or at least I couldn’t).
So again, does anybody have any generic tips and tricks for dealing with this? I suppose I could try and predict some likely situations in advance of the session (i.e. I told them about the inscription, so I could have been better prepared for a failed Spout Lore), but that also smacks too much of them following my ‘designed world’ on rails rather than discovering stuff together.
I realise that the the above is perhaps all a bit too vague, and that the answer may boil down to simply “you will get better at this over time”. But I thought I’d ask anyway.
Josh Riggins​, and anyone else interested in joining.
Josh Riggins​, and anyone else interested in joining.
You’re deep into it. Several levels down into the dungeon, on a quest to find the McGuffin, which you just found and need to get back out. When you started this venture there were a lot more adventurers, but things have been more than a little crazy.
Josh, this question is for you.
You’ve found the McGuffin, a powerful item worth a fortune in the world above. Tell us what it looks like, how big it is, and one reason why its worth so much.
Also, tell us your character’s name and a little about them. Race, class, maybe how you got that gnarly scar in another quest, maybe tell us about some obstacle you helped the party overcome in this dungeon, when there was a party.
So today I have to go back to my 4week hiatus’ed DW game.
So today I have to go back to my 4week hiatus’ed DW game. Loosely modelled on the “chains of Promathia” expansion / campaign from FFXI, we last left the party camped at the entrance to the Spire of Holla
The question is, how can I make it feel fresh and different after such a break when I myself am feeling more than a bit grey about the whole thing?
Here are a few high-level notes of my first DW game, played with my wife.
Here are a few high-level notes of my first DW game, played with my wife.
Not only was this my first Dungeon World game, it was also my first tabletop RPG, and my first time DMing.
We only played for about two hours, including explanation and character/world building.
We went for a low-fantasy world, with her rolling a thief of a small town who unexpectedly had to team up with an NPC city official tagalong who she had some bonds with. The setting was a remote trade city that had grown out from nomadic settlement from within the mountain’s cavernous systems.
Some highlights: making it through a heavily trapped subterranian room with only a few singed hairs, failing some negotiations with a gang of urchins due to an arrow fired as a warning shot ended up going right through one of their little throats, and scaring them off by pulling out a shank from her leg and talking down the leader while it dripped with her own blood.
Looking forwards to seeing if I can get some other friends over to join in the next session. With no prior experience, I’m taking my time reading up DM tips and notes on how to keep the story engaging and forwards moving.
Can I just say Joe Banner, that your new(ish) Adventures LOCATION Format is GOLD.
Can I just say Joe Banner, that your new(ish) Adventures LOCATION Format is GOLD.
I have collected all the one page summaries of ‘iconic’ locations (Such as the Dwarvish Mine or Giant’s Stronghold) and have them in a flick-thru folder that I used as needed in my one-shot last night to ‘drop in’ locations as per John Aegard’s advice in his excellent Guide to One Shots.
Of course I only used two locations out of a dozen or so, but they were such a great behind the scenes support structure to the sometimes exhausting nature of ‘facilitating’ premises in a one-shot and playing to see what happens in a more condensed format.
Combined with Plumbing the Depths guidelines in the Perilous Wilds, I had such a great time improvising with this minimal ‘prep’.
So I ran my second ever DW game – a one shot based on the Christmas themed “Sinister Solstice” adventure by Ray Otus…
So I ran my second ever DW game – a one shot based on the Christmas themed “Sinister Solstice” adventure by Ray Otus [ http://www.jellysaw.com/dw/sinister-solstice.pdf ]. I used a fair bit of it, but modified quite a few things as well.
I had 4 players, all experienced in a number of systems but mostly new to Dungeon World. We had a Druid, Ranger, Fighter and Cleric, and the game took ~6 hours.
Some highlights and feedback (some of which may be slightly without context if relating to things I changed or added):
 * The druid shapeshifted many times for great effect – scouting, brute strength, stealth, etc… It was seeming a bit too convenient, so when she eventually failed a couple of rolls one caused the destruction of her armour, and the other left her in half rat / half elf form for a while, unable to speak or use her hands well.
* After a brief skirmish with the ice elves, the party was able to negotiate their assistance in getting to the castle – after proving their worth by killing the giant, ghoul-blood-maddened bear.
* The battle with the bear was quite fun, with the cleric providing a bubble of protection among an increasingly large number of ghouls as they tracked it, then trying to maintain Turn Undead during the battle.
* The fighter rolled annoyingly well throughout the session, and as a new DM I sometimes struggled to make him feel challenged in a way that didn’t feel like a copout.
* The workshop was staffed by a workforce of starved and mentally broken children/teens, and patrolled by Mistress Claws, a horrible matron with razor-blades in her boots and gloves, who did not hesitate to hamstring or even kill workers to enforce order or save her skin.
* Kringle was human, once a wizard but now quite insane and dedicated to continually extending his life (the toys that he would deliver this solstice would see the fruition of a plan in quite a devastating way). To work within the theme, I gave him a crooked staff painted in red and gold stripes, shiny ornamental globes full of sleeping or merriment gas, a bell that would slow time for all but the ringer, and a ring that allowed him to phase through walls – all tools that would facilitate his delivery of gifts.
* The ranger had listened to the voices on the wind and learned that much of Kringle’s power came from things he owned, and after lubricating the memory of an old ice elf with the cleric’s flask of hooch, she was able to learn that one of the items was the bell. This had her prepared with a called shot as soon as Kringle whipped it out, leading to a cool scene where it fell down the stairs, time slowing to a crawl for everyone including Kringle and then speeding back up with every step it hit before shattering…
* The clockwork knight became toy guardsmen – clockwork soldiers commanded by Mistress Claws to enforce order in the castle. The fighter stumbled upon a defective one who was able to tick for “yes” and tock for “no”.
* The final battle saw the castle/stables/toy warehouse ablaze while Kringle tried to escape on the sleigh – bumping and jolting along the grounds as it tried to get airborne due to only having a few reindeer tethered and the cleric on board (the fighter was also on board, but a stray shot from the ranger ended up pinning his hand to the sleigh…)
* The tipping point was when the druid turned into a hawk, caught up with the sleigh, latched her talons onto Kringles face and then returned to elf form, sending the sleigh into the ground and in a nasty crash.
* When Kringle was more focused on holding onto his hat [of Revification] than bracing for the impact, the players twigged that they needed to get it off him – managing to do so, he decayed before their eyes, having died a long time ago and been sustained by the hat ever since.
* The fighter ended up with an ankle tangled in the reins of an escaping flying reindeer, but he managed to clamber onto its back, grab it by the antlers and dive bomb it into the ground. It was messy.
All in all, it went really well – thanks Ray Otus!Â
I struggled to check in on everyone regularly enough at times when things got hectic, and during some hectic combat moments I also struggled to make things flow as well as they could…Â It’s hard to make it so that people don’t feel like they’re doing nothing and waiting for a “turn” while the combat focus is on someone else…
Four players, including a rare at-table appearance by Wife Katrina and Daughter Adrienne, made up characters. The party consisted of Adeer (Christopher’s elf wizard), Sue (Alex’s dwarf barbarian), Brandon (Katrina’s elf ranger), and Billy Ray (Adrienne’s halfling druid). Q & A at the beginning established that the party had left their civilized stomping ground behind for Carcosa because Billy Ray needed to retrieve the fabled Volume IV from the Lovecraft Library in order to learn more about an unnatural menace threatening Billy Ray’s forested home.
The game began with Carcosa in the distance, its spires rising above the treeline, the sun setting, and a strange alien moon rising in the sky. While Sue hunted, Adeer and Billy Ray rested and Brandon strolled down the hillside into the forest to scout a bit. Brandon found an ancient road leading into the forest in Carcosa’s direction. Brandon followed the road a bit, spotting a lone woman in a gown staring up at the starry sky. As Brandon watched, the woman turned, left the road, and walked quickly into the forest proper.
Curious, Brandon followed, but quickly realized that the woman must follow strange trails, for she seemed to disappear and appear in unnatural ways. Nevertheless, the ranger tracked her all the way to the edge of a deep ravine out of which echoed the bubbling of rushing water. The woman, it seemed, had vanished, her trail ending at the ravine’s edge.
Back at camp, Sue returned with a few rabbits and wondered aloud what was taking Brandon so long. Concerned, the party followed. Billy Ray turned into a coyote and started to track the ranger. A few minutes later, the trio heard the sounds of a fight, including the barking of Sammie, Brandon’s dog companion. Rushing forward, they saw Brandon and Sammie fighting a giant spider at the ravine’s edge.
The spider had jumped down from the trees, taking Brandon by surprise. Brandon had already wounded the monster. Billy Ray turned into a bear and charge the spider, knocking into it air over the ravine. As the spider projected a strand of webbing, Sue rushed forward, spotting a shadowy figure on the far side of the ravine. The dwarf jumped after the spider, axe in one hand. Sue did not catch the spider so much as it caught him as its web struck a tree and pulled taut. Adeer raced to the ravine’s edge casting magic missile, but misfired, taking out the loose earth near his feet. With a yelp, Adeer vanished into the ravine.
The rest of the fight was fast but furious. The spider ended up falling into the rushing river after Brandon cut its web. Billy Ray turned into a great golden eagle and rescued Sue, carrying the dwarf to the far side of the ravine toward the shadowy figure. Brandon stopped Adeer from following after the spider.
The shadowy figure turned out to be a bizarre effigy made of sticks and human bones draped in dirty yellow cloth. Adeer recognized it as a crude representation of the King in Yellow, the mythical founder of Carcosa. No sign of the mysterious woman was found, but, upon hearing her description, Adeer revealed that she had frequently appeared in his dreams, whispering, “Remember me?”
The party camped for the night, and then hit the road in the morning. As they neared Carcosa, the forest gave way to pasture and field. The locals invariably stopped what they were doing to gawk at the three strangers riding a moose, which turned into a halfling once the city gates were in sight. The Carcosans were all dressed very much alike, men, women, and children, wearing some sort of headdress that concealed their hair and ears, and long skirts that dragged the ground. By this time, the road as well as the city walls were covered with carved designs, the most prominent being a simple spiral. Adeer knew this to be the Yellow Sign, the symbol of the King in Yellow.
The gate guards asked what business the party had, and Brandon said they sought the Lovecraft Library. The guards explained that no one could enter the city dressed as the party was, for local custom forbade showing of hair, ears, and legs. While suitable attire was brought for the visitors, the guards explained that the party had arrived at a fortuitous time because the annual celebration of Carcosa’s founding was just the next day. It would be celebrated with feasting, revels, and a special performance of the “The King in Yellow” in the public amphitheatre.
After being suitably attired, the party ventured into Carcosa. They still drew stares, for not a single dwarf, halfling, or elf could be seen anywhere. The Lovecraft Library had obviously been a fortress at one time, but since repurposed as an impressive repository for tomes, scrolls, and plaques. The party entered the library. They saw a large, impressive fresco depicting the King in Yellow, completely concealed within his yellow robes, sitting on his throne. The stacks stretched in both directions. A upper level balcony ran around the main floor. A number of locals were in the library, and Brandon noticed that guards were surreptitiously following the party.
In the center of the library was a large desk, winding in shape like the Yellow Sign. Several yellow-robed librarians attended the desk. Billy Ray asked about Volume IV, and was informed that its section was off-limits to the public. Brandon attempted to negotiate, discovering that only the Baron could authorize their entrance to the closed stacks. Sue grew visibly irritated and jumped up onto the desk. At this time, the guards started to encircle the area, and an older librarian approached the group, urging calm.
Adeer attempted to use charm person on the older librarian, but, even though the casting was a success, the spell had no effect, a fact from which Adeer quickly concluded that the librarian was not what he appeared but instead had to be some sort of monster. At this time, Sue lost his mind, ripped off the local garb he had been given, and screamed for assistance.
An epic library brawl erupted. The five librarians revealed themselves to be monstrous horrors made of tentacles and gnawing mouths. The guards pulled back to seal the library. Billy Ray turned into a sparrow and, while flying about, saw the spiral stairs going down through the floor in the center of the spiral desk. Billy Ray abandoned the others. The battle in the stacks was fierce, and, although the party performed well, they were horribly outnumbered. Adeer and Brandon especially suffered serious injuries.
Below the fight, in the closed stacks, Billy Ray, after getting turned around a bit, found his way to the central chamber. A yellow-robed librarian stood behind another desk, making notations in a ledger. Billy Ray retreated a bit and gathered together several dozen rats, moths, and beetles, rallying them into a verminous army of sorts. While these allies made themselves into a serious nuisance, Billy Ray snuck into the chamber and absconded with Volume IV. He then moved quickly back to the spiral stairs, his critters following close behind.
By the time Billy Ray climbed the stairs, the fight in the stacks had nearly drawn to its inevitable conclusion. Brandon and Adeer were nearly dead. Sue was seriously injured. The yellow-robed librarians had been slain, but a number of city guards remained, the exits were blocked, and a strange chanting had summoned the fearsome book golem. Billy Ray transformed into a rare forest mammoth and charged down the main aisle, knocking guards aside left and right, and smashing open the barred main doors. Brandon and Adeer followed close behind while Sue held off the book golem.
Back in halfling form, Billy Ray sent his company of vermin into the streets, creating chaos. Brandon loosed an alchemist’s fire arrow at the book golem, giving Sue a chance to escape. Billy Ray shifted back into moose form, and the other three adventurers mounted their druid ally, who then raced full tilt through the city streets, making it out of the main gates before the bewildered guards could close it.
With Volume IV in hand, the party had succeeded in their main objective, and we’d pretty much run out of time for the game.