How do your players typically handle their bonds?

How do your players typically handle their bonds?

How do your players typically handle their bonds?

My group of 5 players filled out every bond during the first session, averaging 4 bonds per character and usually with 1 bond to each other character. This lead to a lot of great backstory and world-building. However, since that time they’ve been very hesitant to finish bonds, and they often tiptoe around them instead of really pushing on them when they come up in play.

For example:

* Player A is afraid that Player B might discover A’s terrible secret. However, when B read his mind and A got to choose a secret to divulge, he tossed out something minor and unrelated.

* Player C thinks player D is weak. Over 6 sessions, C has watched D and generally said, “Yes, this is good evidence to support changing my mind… but I need a little more.”

Early on, the players expressed worry that resolving their bonds would dry up the reasons they have for adventuring together, or that making new bonds beyond the initial world-building session would be awkward. I assume neither of those facts are true, but we still haven’t bumped into it.

So I’m looking for feedback on how others (both GMs and players) deal with bonds on a session-to-session basis, and maybe even some ways to help show my players how resolving their bonds more often can be a good thing.

One DnD player, One CPRG player, One non-gamer, One part time gamer and a thirteen year old.

One DnD player, One CPRG player, One non-gamer, One part time gamer and a thirteen year old.

One DnD player, One CPRG player, One non-gamer, One part time gamer and a thirteen year old.

best Dungeon World Intro session ever. 

folks had chosen playbooks already – we have a Fighter, Druid, Bard, Mage and Witch.

a brief explanation of what the stats represent, and how to choose the options – not difficult, given the layout of each playbook – a round of introductions and then choosing bonds.

this i think was one of the best bits.

this then led to my scene setting – waking up in a dungeon cell – and my questions to determine the nature of the campagin front – 

Why were you at the Symposium Arcanum? who if anyone sponsored your trip?

where was it held?

who attacked your caravan?

and why were you spared death?

queue squabbling over how to break out of the cell, Hobgoblins in strange armour, “Form of the Rat!”, dropped explosive potions (never a good thing), plenty of Ice, and a beheaded demon-snake-woman.

amazing.

I posted a brief article on RPG Alchemy about the session of World of Dungeons I ran for the first time last week.

I posted a brief article on RPG Alchemy about the session of World of Dungeons I ran for the first time last week.

I posted a brief article on RPG Alchemy about the session of World of Dungeons I ran for the first time last week. Check it out if you like!

http://www.rpgalchemy.com/interlude-world-of-dungeons/

Today, the party ran into their first trap. Probably long overdue, but oh well.

Today, the party ran into their first trap. Probably long overdue, but oh well.

Today, the party ran into their first trap. Probably long overdue, but oh well.

The Fighter and Paladin charged headlong into it, just as the Ranger Discerned Realities and noticed it.

She rolled her eyes and facepalmed.

To anyone interested in 2-player games, quick games, and/or Funnel World: Amy Stringer and I played a 2-hour game…

To anyone interested in 2-player games, quick games, and/or Funnel World: Amy Stringer and I played a 2-hour game…

To anyone interested in 2-player games, quick games, and/or Funnel World: Amy Stringer and I played a 2-hour game last night together using 3 randomly-rolled villagers and it worked really well.

If we did it again, I’d suggest rolling 5-6 villagers as she didn’t last too long with 3 (we rolled a 4th after the first one died.) But the system of making villagers was really effective, and controlling multiple characters really wasn’t difficult.

From a GM’s perspective you don’t have to do anything much more than you’d do in a regular game – just be sure the players is prepared for a lot of grisly deaths!

Ran Servants of the Cinder Queen today. TPK!

Ran Servants of the Cinder Queen today. TPK!

Ran Servants of the Cinder Queen today. TPK!

The bad guys got to unleash their plane onto the world. The PCs were fighting skellingtons while squeezing through a narrow fissure and retreating. A cave-in started. They now had room to run, but could not dodge the falling rocks properly (several failed rolls in a row), and they got a very special death scene (after a failed last breath).

Death assured them that there are barmaids in heaven (the fighter had gotten into this adventure to save a kidnapped barmaid that actually had a douchey boyfriend). The god of storms chastised them for failing. The PCs had no children, so their lines ended there and the bad guys took over the area around the mountain.

Some day, maybe a new group of brave souls will be charged with driving them back. 

Cross posting from Johnstone, loved this idea.

Cross posting from Johnstone, loved this idea.

Cross posting from Johnstone, loved this idea. 

Originally shared by Johnstone Metzger

So, hell apparently freezes over as my co-blogger Chris Geisel descends from his astral castle atop Skull Mountain to post on our blog. And it’s a good post, too! The asset list is a great idea, I should start using that.

http://redboxvancouver.wordpress.com/2014/11/10/one-page-adventurizing-xp2-part-3-actual-play-report/

http://redboxvancouver.wordpress.com/2014/11/10/one-page-adventurizing-xp2-part-3-actual-play-report

Anyone knows of different, free playbook designs (not the classes per se, just the design) with some writing space…

Anyone knows of different, free playbook designs (not the classes per se, just the design) with some writing space…

Anyone knows of different, free playbook designs (not the classes per se, just the design) with some writing space on it? I feel most of the modular aspects of the playbooks are nice for first timers, but for more seasoned players and longer campaign the sheet just becomes a mess if you don’t have some lines to write on.