I am looking for PC Bonds that relate to food in some way.

I am looking for PC Bonds that relate to food in some way.

I am looking for PC Bonds that relate to food in some way. They can be anything, as long as it describes the relationship the players have with each other, and how that relates to food!

Examples:

_______ and I are trying to see who can eat more than the other. The winner gets ________

– I tried a pastry made by _______ and I won’t stop following them until they’ve taught me everything they know!

______ ate a cursed meal that was meant for me. I owe it to them to help break the curse.

___ and I grew up as hungry street urchins together. We are family, and will do everything we can to prevent the other from going hungry or homeless.

Roll20 and Dungeon World set-up help!

Roll20 and Dungeon World set-up help!

Roll20 and Dungeon World set-up help!

I am running a Dungeon World campaign for my kids, but don’t have a lot of miniatures or maps. I think what would be best is to use Roll20 and buy some good things from the marketplace.

I realize there are SO many assets on Roll20 and I’d like to ask for input from people who use Roll20 for DW regularly.

Here are some of my qualifiers:

1. I like the look of isometric dungeons and landscapes.

2. I want a variety of assets that can be used across a variety of campaigns settings.

Any “best of” recommendations!?!

“there are more general agendas and principles that you hopefully follow whenever you get together with other people…

“there are more general agendas and principles that you hopefully follow whenever you get together with other people…

“there are more general agendas and principles that you hopefully follow whenever you get together with other people to play a game.”

The Agenda Behind the Agenda

Games that identify themselves as Powered by the Apocalypse (PbtA) pretty much always have a list of agenda items and principles for the GM.

So in my spare time I have started making a sort of monster manual for Dungeon World.

So in my spare time I have started making a sort of monster manual for Dungeon World.

So in my spare time I have started making a sort of monster manual for Dungeon World. I decided to split it up into different documents based on the types of monsters in them (Aberrations, Fey, Dragons, etc). I have a couple of questions for you all.

Would you want the flavor text to be kind of anecdotal, and from a single traveling adventurer’s perspective, or would you rather it be more matter of fact information. The difference being that, while I have a stat block for each monster, the adventurer would only have information from his own experience or information he gathered from other sources, while the matter of fact version would give specific info, more like a D&D monster manual.

Would you think a handful of dungeon starters using some of the monsters would be good, or would you rather have a subsection with each monster that had short examples of how to implement them into a story?

Would you want a separate section with items that could be made from some of the monsters or do you think most people wouldn’t need something like that? Maybe a mix of uses for certain ones, like if some can be mounted or trained?

Any other suggestions would be welcome as well!

Random thought.

Random thought.

Random thought.

What if you only allow Debilities to heal during a Recover (and with special effecs like Healing potion and some rare moves) ?

Debilities kinda suck but at least if they stick around for longer, it might worth it?

It would work well with Jeremy Strandberg ‘s variant of having only 3 debilities that affects 2 stats each.

So far, I’ve been “giving” debilities to players left and right but I allow them to heal “when it makes sense” which is usually whithin the same scene or right after, essentially making them kinda pointless (barely a nuisance).

Alternatively, I had a player who roleplay especially well his debility, should I award him an XP? In my head it is REQUIRED to put your debility into play but most my players seems to either forget about it or “forget about it” until they’re gone.

#RPGaDay2018 Day 3 – What gives a game “staying power”?

#RPGaDay2018 Day 3 – What gives a game “staying power”?

#RPGaDay2018 Day 3 – What gives a game “staying power”?

I don’t know if I have the wisdom/experience to be able to answer this question. I’ve only been playing rpg’s for 5 years now (GMing for 4 years, not consecutively). Now for most things 5 years is a significant amount of time. For gaming though, when there are so many games to choose from and a campaign can last a year or more, 5 years doesn’t even scratch the surface. I’ll see what I can squeeze out of my noggin.

I have played a good amount of games, but only a few that I’m actually apart of as an ongoing campaign. My gaming group has gone through a couple player changes, but the core members are Malcolm, Rachel, my brother Christian and Myself. Recently added Aiden and might have one noobie joining the team. Everyone in the group loves to GM just as much as we love being players. Rachel is wanting to GM soon, we are all pretty proud of her. We can’t wait to see what she comes up with. Now she has the Dungeon Masters Guide and Monster manual (3.5).

Just recently we switched to a method where for a month (4 sessions) one person will GM a game then next month the next person takes over and runs their game. For right now there is a 3 GM turn order. I do my D&D 3.5 game, Christian does Tenra Bansho Zero, and Malcolm does Whatever he feels like (Miraculous, Kingdom Hearts etc). “Ok Dez, what are you trying to say”? well what gives a game staying power? put the book down once in a while and pick up something new. You don’t ever want to get burned out by a game, and never play it again. That is the worst case scenario. Play another game for a bit then come back.

You never really forget your first . . . for me that was Dungeon World. I don’t know if this next part will answer the question, but let me explain how this game is my trusty pocket knife to deal with many situations. Although I rarely play this game anymore, this is my go to game to introduce someone to the hobby. It’s super easy for newcomers to wrap their head around it. Having said that you can use the rules and slap on any theme that you so desire. We played Mutants and Masterminds with this system, and soon in the near future we are going to use this for a Pokemon game, but also add in some other mechanics as well.

If I ever wanted to do a oneshot or a quick pick up game I would pull this out. It does not take long to create a character, so you can play it in no time. This system also doesn’t let the GM have all the burden thrust upon them, it gives power to the players. Not much prep, is a plus in my book. The game is small and compact that it’s perfect for traveling. If you and some people get stuck at the airport, play some Dungeon World to spend your time. Going to visit family for the holidays etc.? “guess what I brought !!! who wants to play some Dungeon World?”

Again I don’t know if I really answered the question. Maybe I just spouted some random mumbo jumbo. It was a really difficult question for me. I hope you can understand what I’m trying to say. Like I said earlier I’ve only played for 5 years, and there are so many games I want to try out. Give me several more years and I could probably come up with some sort of conclusion. What do you think? What gives a game “staying power”?

A few days ago I asked for NPCs related to food! As promised, here are the results!

A few days ago I asked for NPCs related to food! As promised, here are the results!

A few days ago I asked for NPCs related to food! As promised, here are the results!

Some of my favorites:

“The Connoisseur – eats only blue foods – seeking the purest color”

“Tammy the Tea Trader

Tammy is an old and disheveled woman who wears exotic patchwork clothes and speaks with a croaking voice. She sells teas that, when consumed, will heal your wounds, change your emotional state (anger, fear, love, etc.), let you see the future, or produce a variety of other supernatural effects. Unfortunately, her stores have recently gotten mixed-up, so her buyers may not get exactly the tea they wanted…

“Magic teas for sale! Potions for every ailment!”

“Alan

Alan is a humble commoner who you previously helped and befriended. As thanks, he’s brought you a basket of apples that he picked from the tree outside his new house. Unbeknownst to him, the tree grows atop an old burial ground; whoever eats the apples is cursed and haunted by the spirits of the dead.

“”Thank you so much for helping me. Please, accept these apples as a token of my appreciation.”””

If you’re familiar with both Dungeon World and Apocalypse World, you might have noticed a difference in their…

If you’re familiar with both Dungeon World and Apocalypse World, you might have noticed a difference in their…

If you’re familiar with both Dungeon World and Apocalypse World, you might have noticed a difference in their “GM/MC” chapters: in Dungeon World, the GM moves are described but given no examples. In Apocalypse World, the GM moves are named, not really described, but instead they are demonstrated almost entirely with examples.

I think newer DW GMs sometimes struggle with visualizing how those GM moves might manifest at the table. So let’s collaborate on a list of 2-4 examples for each basic and dungeon GM move.

As a reminder, here are the GM’s moves in DW:

“*BASIC*” GM MOVES

● Use a monster, danger, or location move

● Reveal an unwelcome truth

● Show signs of an approaching threat

Deal damage Hurt them (https://goo.gl/PS7wVN)

● Use up their resources

● Turn their move back on them

● Separate them

● Give an opportunity that fits a class’ abilities

● Show a downside to their class, race, or equipment

● Offer an opportunity, with or without cost

● Put someone in a spot

● Tell them the requirements or consequences and ask

DUNGEON MOVES

● Change the environment

● Point to a looming threat

● Introduce a new faction or type of creature

● Use a threat from an existing faction or type of creature

● Make them backtrack

● Present riches at a price

● Present a challenge to one of the characters

Put your examples in the comments, with both the name of the GM move and the example. Make the examples short and sweet, ideally 50 words or less, definitely no more than 100.

Let’s try to get a range of soft, medium, and hard moves for each. If we can get enough good ones, I’ll curate this into a nice formal doc.

In my last session, I ran a scene and I felt like it moved too slowly and was a bit sluggish.

In my last session, I ran a scene and I felt like it moved too slowly and was a bit sluggish.

In my last session, I ran a scene and I felt like it moved too slowly and was a bit sluggish. I’m wondering how could have I use DW principles to keep it more contained, focused and, well, interesting.

The group met with a medusa in a jungle ruin.

She was not hostile but could depending on how the PC interacted with her.

They started discussing with her to gain information on the location of an ancient city. She knew where it was though didn’t want to say just like that.

We roleplayed a bunch and I was keeping an hear open for when Parley would get trigger but it never was.

In the end, she told them the information (although a bit cryptic) but I felt like the scene should have been way more contained. It should have taken maybe 5 minutes at best. I think it almost took 30 min.

How would you have framed this so that players can roleplay a little bit and then trigger the Parley move?

Hey all!

Hey all!

Hey all!

Curious on what “Flavor” of fantasy you generally have in your DW games. While the DW rules and playbooks lightly suggest a classic DnD / LOTR fantasy setting, I’ve seen enough from the community to know that there are many that are more interested in different settings and tropes.

Are you classic High Fantasy in your games, or something else? Comment why you prefer your choice (and if Other, what your fantasy settings look like).