Another fantastic hangout game with Marcolo DelMare at the helm and in the fine company of Jesse Hess .  Rook and…

Another fantastic hangout game with Marcolo DelMare at the helm and in the fine company of Jesse Hess .  Rook and…

Another fantastic hangout game with Marcolo DelMare at the helm and in the fine company of Jesse Hess .  Rook and Hadrian enter the dwarvish tombs, awaken a mechanical guardian, and baffle it with some religion-talk – at least, it directs us to accompany it to a nearby dwarf-hold instead of stomping us to death.  We’re ambushed by orcs while traveling, during the fight Hadrian distracts the Guardian machine – Rook manages to pry the Compass of Faydir-Laun from the machine’s stewardship and we beat feet out of there.  Highlights:  Rook not missing on a Volley the entire game.  Hadrian going from 2XP to 9XP on failures alone.  Rook mowing down orcs like a scythe through new wheat.  Hadrian nearly getting disemboweled by a jagged orc-sword (Bloody Aegis saved his bacon).  Starting a Perilous Journey short of rations and subsisting on rat and ass-potato stew.

Zok the Orcish Fighter ripped the head off of a Werecrocodile with a Bend Bars/Lift Gates roll today.

Zok the Orcish Fighter ripped the head off of a Werecrocodile with a Bend Bars/Lift Gates roll today.

Zok the Orcish Fighter ripped the head off of a Werecrocodile with a Bend Bars/Lift Gates roll today. Kira the Ranger dropped 4 Dwarven Warriors in a single roll with Blot Out the Sun and her Blood Bow.

Totally new to DMing; how exactly do I attack my players with pointed or bladed weapons?

Totally new to DMing; how exactly do I attack my players with pointed or bladed weapons?

Totally new to DMing; how exactly do I attack my players with pointed or bladed weapons? Getting hit with a pickax or a sword is extremely dangerous, but given the (smallish) amount of HP they take off, I’m not sure how to describe someone hitting the PC with a pickax and doing 3 damage, for example, especially when that PC has 16 health or more. I can’t really envision a situation where getting slashed or stabbed could be so barely harmful. 

Play Report, part II

Play Report, part II

Play Report, part II

This was supposed to go up earlier, but then I got unexpectedly roped into what else but GMing two more sessions of Dungeon World for a different group of friends. So, expect more reports later, I suppose! Doing all of this playing back-to-back has been teaching me a lot about what I need to improve on.

To start, the previous cast, and a quick recap:

Abolished – the human fighter

Puck – the halfling druid

Baldric – the human bard

Foldpack the Brave – the human paladin

Our heroes, trapped in the fortress of a flame demon, deep within a Hell Dimension, just opened the door to the expansive courtyard of the fortress. Behind this door was what unexpectedly became the “boss room”, thanks to surprisingly high results from my rolling for the Dungeons As Monsters rules.

For this session, we were adding a fifth PC, Siegfried, the Elven Wizard. After establishing that he had already been acquainted with some of our heroes earlier, Siegfried was worked in smoothly by making him one of the four people chained up to the pillars around a summoning circle in a massive courtyard. These pillars crackled with energy to create a protective ring around the circle. Standing around were a handful of cultists, the High Priest from before, and another demon of the type encountered previously in the prison.

Fighting ensued, including some amazing antics involving the difficulties of remaining mounted on a mammoth-form druid as it charges. The priest was now using some sort of staff capable of creating a scythe blade of dark red energy, but the new armor-piercing magic missiles of the Wizard made short work of his previously impenetrable shield, letting the party discover that the staff was capable of producing any blade imaginable for the low cost of 1 HP, completely ignored armor with its attacks, and was capable of dealing +1d6 damage for another HP each attack. 

On the other end of the battlefield, Foldpack dueled the demon as well as several of the cultists. He should’ve made short work of all of them, but a sudden grab by the demon resulted in the Paladin getting trapped in the ritual circle just as whatever magic was powering it was at its peak. A this point I revealed that the Darkness that followed Foldpack was actually the fire demon himself, trapped within the Paladin’s body  (he’s named after a take-out box: get it? [rimshot]). Suddenly the party was facing down a demon two-and-a-half times as large as a human, wielding a molten flail with a head a meter in diameter, and completely covered in fire.

In the ensuing battle, Foldpack was continuously beaten and battered down to only 6 hit points, with all the Bard’s attempts to heal him getting interrupted by the dark magic lingering in the area. As the non-fire-immune members of the party held back and tried to protect the Wizard as he launched magic missiles. Holding the staff from the high priest, Foldpack turned the weapon into a spear just as the massive demon attempted grab him. Unfortunately, the armor-piercing blade tore straight through the demon’s hand, which seemed to resist the brutal pain to push itself down the spear to pick up the paladin, causing the spear to be dropped to the floor. Time slows as the bard rushes under the demon’s legs, throws the halberd to Foldpack, and the paladin spends 2 of his remaining 4 hit points to deliver a brutal blow, chopping off the arm of the demon as it hold him… and forcibly dropping himself a good 20 feet onto the hard ground. I have him roll 1d4 falling damage… and he rolls a 2. In one fell swoop, Foldpack not only slew the massive demon that he once contained within, but he also slew himself.

But this is where the story really starts to get good. Stunned at their companion’s death, the rest of the party tried to figure out a way to turn it all around. The Wizard came up with using the demonic ritual circle as a place of power… and surprisingly, the entire party seemed to think that this is a good idea. I warned them that they will be exposed to the dangers of the evil magic, and told them that the ritual would require the severed heart of the just-slain demon. They ignored my warnings and carried out the ritual, so I had each of them roll 1d6. Then, they each lost that many maximum Hit Points, and the total result (12) became Foldpack’s maximum HP. Needless to say, the Paladin was not pleased that he had been pulled from his well-deserved resting place, and had his heart replaced with that of a demon. As a small token reward for the brutality suffered by his character, I had him immediately resolve all 4 of his bonds, and then write a new one for each party member detailing exactly how he blamed each of them for this horrible mistake.

The escape from Hell itself was surprisingly uneventful, and we ended session number 2 as the party prepared to take the adventure to a larger scale, and journey to the capital city of the empire to discover the answers behind this demonic corruption.

All in all, I was very pleased with this session. Everybody seemed to enjoy themselves, and the dramatic twist of Foldpack the Brave becoming Foldpack the Returned was both unexpected and absolutely delightful. As far as lessons to be learned, I found myself having trouble remembering which players I had not talked to for longer periods of time, and as such the quieter players found themselves unintentionally pushed out of the limelight.

It was also this session where Bonds, and in particular how to resolve Bonds, really started to make sense to me. Presenting it as “taking something that is not as interesting or not as specific, and making it both interesting and specific” helped the players build relationships in a much more fluid and meaningful way.

This session was pretty short, as it was only the first half of the day, before the group split up to get dinner in various locations. My next post will cover the most recent 3rd session with the group, and then I’ll start writing up the new games that I just started up—a surprisingly hectic week!

Thanks for reading these little novels I end up writing. Succinctness is not one of my talents.

Just sharing a game summary of one of our Dungeon World sessions.

Just sharing a game summary of one of our Dungeon World sessions.

Just sharing a game summary of one of our Dungeon World sessions.  Been running the game for lots of new players and so far, many are really loving how easy it is to get into the game.

http://tagsessions.blogspot.com/2013/06/good-and-evil-ep01-dungeon-world.html

Now working on a possible book with a friend of mine.

So for this weekend and the one before it, I’ve been GMing an introduction to Dungeon World for a group of longtime…

So for this weekend and the one before it, I’ve been GMing an introduction to Dungeon World for a group of longtime…

So for this weekend and the one before it, I’ve been GMing an introduction to Dungeon World for a group of longtime D&D players, in hopes of encouraging them to move from their long run of tactical mini games to the fast-and-loose antics of DW’s storygame basis.

For character creation, we ended up for the following characters for the first session:

Abolished – the human fighter

Puck – the halfling druid

Baldric – the human bard

Foldpack the Brave – the human paladin

Through various bonds, as well as leading questions from myself, we found out that at some point Baldric made a terrible-but-undefined mistake that let loose some sort of fire demon. This tied in somehow with the empire of the land, which has been greedily expanding its borders, and in the process cultivating some sort of strange, magical ‘global warming’. It was this environmental change that led Puck out of his home in the Frozen North (he was raised by woolly mammoths) in search of vengeance, where he met up with the rest of our heroes. In addition to these, we established that Foldpack (originally named as a joke after the ‘foldpack’ containers from a chinese take-out place) has some sort of darkness that follows him. Solving this mystery of this darkness, and how it ties into this fiery demon became Foldpack’s Quest, and so he chose Immunity to Fire as one of his pact boons. This would become important.

We joined our heroes as a good night’s sleep in an inn was interrupted by some cultists in service to the flame demon — familiar foes, by this point. They initiated some sort of ritual that filled the sky with burning lines, lighting the night with red fire. As the heroes fought, I had one of them start up a countdown (as detailed in Dark Heart of the Dreamer) that represented the process of the cult ritual. This fight introduced our first villian, the high priest of the demon, who carried a large scroll that he was reading the ritual text from. The heroes tried to stop him, but his hellhound servants and his magical shield (4 armor, burns anything that passes through) made it difficult. As Abolished brought down his signature weapon on the priest’s head for the killing blow, the ritual was completed, and the entire party (and the half-burned inn) was teleported to the lair of the flame demon, in the middle of a hell dimension.

Already, in this first battle we established some interesting motifs. For one, Foldpack frequently found himself being the only one willing to charge into the frontlines of a battle and actually get things done. Everybody else had the tendency to waste time and hold back. Additionally, this was the first time we established that Puck and Baldric frequently team up, with the bard shooting his arrows from atop the mammoth-form of the druid.

For the flame demon’s lair, I used the Dungeon rules from Dark Heart of the Dreamer to help me come up with rooms on the fly. The first or these was the prison room—a stone walkway over a lava pit, with cages full of dead or dying prisoners hanging from the ceiling. The jailer was a large demon with a massive butcher knife (immediately disarmed and knocked into the lava), and a rather unusual breath weapon. Foldpack asked, as it charged its attack, if it would be fire. I let him roll a Spout Lore, for which he had his very first 6 or less roll. So, he found out that the attack wasn’t fire the hard way: a massive burst of spiny tentacles exploded out of the demon’s mouth, taking up more volume than should have spatially been possible. Baldric was nearly thrown into the lava, and was only saved by one of the prisoners in a cage pulling him up in exchange for freedom. Unfortunately, defeating the jailer ended up destroying the jail, knocking the bridge and all of the cages into the lava before any of those poor souls could be rescued.

The next room had some cultists in the middle of some sort of ritual. The PCs decided to ignore them and pass another way. At this point, I rolled randomly for the next room and found that every force of the dungeon was at high strength: quite unintentionally, our PCs found the ‘boss room’.

It was at this point that our first session ended. I feel like everyone had a pretty good time, though I think it was the second session that really sold them on the system.

Some lessons learned from the first session:

– I need to reference the GM moves more often. They’re super helpful and I always forget about some of the less common ones.

– Dungeons As Monsters and Countdowns are awesome and everyone should use them. The psychological effect of the players having a visible countdown, but not knowing for sure what a full countdown means is very potent.

– It is totally viable to literally send all of your PCs to Hell within the first hour of play, though I would probably start a bit less extreme for games that I wasn’t planning on being only a few sessions long.

– Paladins are awesome, and more people should play them. Having someone immune to fire in the party let me do all sorts of awesome things that would’ve been much riskier in a different group.

– The GM reference sheet with all the questions for creating monsters was amazingly useful. I created three different monsters on the fly during the game, but they still had the stats and moves that I needed to make the game fun in a way that wouldn’t be possible in a more tactical system.

– This is less ‘something I learned’ and more a confirmation of what I’ve already seen, but going in to a game with no prep whatsoever continues to be a total blast. If I tried to think up a plot beforehand it wouldn’t be nearly as cool, or as personally relevant to the players, as the one that I built in collaboration with all of them.

– With the exception of one player, everyone bought into the ‘freeform’ feel of Dungeon World with no difficulties, and loved it. One person seemed to dislike not being able to just say “I attack” in the way that you can in the more tactical games. I did my best to draw what I could out of him, but I think, to some extent, that’s just the kind of player he is, so I also allowed him some flexibility to be as prominent or in-the-background as he wanted in a way that I wouldn’t with a more flexible player.

A description of our second session will be on the way shortly.

First DW session last night!

First DW session last night!

First DW session last night!

Only had 2 players available, but we forged ahead.  I gave them a quick overview of the move mechanic, and let them pick character sheets.  Ended up with an elven Mage (from the alternate playbook) and a human Dashing Hero (using the preview version, now to be purchased).

We played for about 4 hours, and had a great time.  Character gen and 3 combat encounters definitely showed how fast DW can go compared to our usual D&D 3.5e sessions.  When we ended the Mage hit second level, and the Dashing Hero was 1 XP shy.

Things I’ll make sure to do next time when running a session to introduce the rest of my players to DW (hopefully this helps other soon-to-be-running-GMs):

– Go over tags (especially the weapon and range tags) more specifically

– Have a second copy of the character sheets so I can reference the the moves the players are using would save them from reading me the moves

-Have a few monsters ready (not picked before the session, but I wish I thought to put some sticky notes on the orc pages as they into the forest seeking the orc’s camp), as I had to stall things for a minute as the first combat got rolling.

The was a lot to love about DW, most of it has been said before.  I loved not preparing the setting and encounters ahead of the session.  I think that once the players figured out the weren’t constrained by the D&D-type tactical battle system and could be creative in their actions, they really started to see how DW shines.

I think the biggest “complaint” from the players was a lack of a canned stealth move, which is probably more from me not emphasizing that roll+stat works just fine in place of a more specific move.

My only irks so far are the alignment and class-race constraints seems more limiting than useful.  I like the magic casting flavour of the Mage and Priest over the Vancian Wizard/Clerics, so I expect to stick to the alternate classes unless a player has a really strong preference.  The bond system seems great, but is really weak with just two players.