Sorry if this has been asked before! :)

Sorry if this has been asked before! 🙂

Sorry if this has been asked before! 🙂

Just finished a Session 0-0,5 with a new group of (what seems to be) great players.

They started designing the space around them as a city of intrigue and politics that they seem really happy and excited to explore. As of now it seems as they will stay in the city and work up a revolution against a totalitarian priest caste.

All fine and great!

But it seems as many moves fall short when the adventure does not revolve around dungeons and questing adventures. Any pointers on where I can look for resources when running a cityscape Dungeon World campaign?

When you design Fronts, do you usually set your 1st grim portent as happening right now?

When you design Fronts, do you usually set your 1st grim portent as happening right now?

When you design Fronts, do you usually set your 1st grim portent as happening right now?

I’ve noticed that I have a tendency to do so when writing fronts.

Is it correct to do so? If not, does it have any effect on the game at all?

Also, do you have a sweet spot on numbers of fronts in your campaign?

At which point does it become unwieldy / you forget about them in play?

A question about Perilous Wilds Follower rules — I see that followers operate like monsters with their own damage…

A question about Perilous Wilds Follower rules — I see that followers operate like monsters with their own damage…

A question about Perilous Wilds Follower rules — I see that followers operate like monsters with their own damage and hit points. I can figure out how that works in combat.

But what about a follower with the “Group” tag? Do they function as a single monster in combat? Is the whole group eliminated when their hit points are gone? What about damage? Do they roll only their die — or is there an addition of +1 for each member of the group after the first?

I was just listening to Koebel on Office Hours talk about running mystery campaigns in D&D.

I was just listening to Koebel on Office Hours talk about running mystery campaigns in D&D.

I was just listening to Koebel on Office Hours talk about running mystery campaigns in D&D. It made me wonder if mystery campaigns have worked well for you with DW.

If so how did you have to modify things to support mystery?

Hey friends

Hey friends

Hey friends,

Are there any good kingdom building mechanics for DW?

I was starting to brainstorm some ideas for a campaign where the players would be nobles clearing out the wilderness around a newly acquired castletown, a la Pathfinder: Kingmaker or D&D Birthright. Both of those games have way too complex mechanics for that (in my opinion), so I was trying to come up with something more rules lite.

I was looking at No Country for Old Kobolds and even the Hardholder and Chopper from Apocalypse World (the latter two seem a bit too lite to me), but I bet there are some games that are off my radar and/or someone that’s already tread these waters for DW.

Any suggestions/advice?

I’ve been thinking about fight scenes in Dungeon World quite a bit (partly inspired by the excellent bursts of…

I’ve been thinking about fight scenes in Dungeon World quite a bit (partly inspired by the excellent bursts of…

I’ve been thinking about fight scenes in Dungeon World quite a bit (partly inspired by the excellent bursts of action in the superb We Hunt the Keepers podcast http://www.gauntlet-rpg.com/we-hunt-the-keepers), and I think this short youtube video on choreography in big fight scenes in comics is super interesting and instructive.

“Moving quickly through the moments keeps the pacing up, and means we’re not seeing people standing around asking who’s next … and having the action be constant means it feels overwhelming, and importantly that’s all it has to do; it doesn’t necessarily have to BE overwhelming, it just has to feel like it … You can see it’s a balancing act between believability, which is important, and pace.”

You can think of every few panels as a DW move, and a page following one character is the same as putting the spotlight on one PC for a few moves, and then this all gels together.

https://www.youtube.com/watch?v=iUEB96hd5ic&feature=em-subs_digest

Does anyone have a copy of the ORIGINAL Dungeon World playbooks?

Does anyone have a copy of the ORIGINAL Dungeon World playbooks?

Does anyone have a copy of the ORIGINAL Dungeon World playbooks?

I find the print on the current ones too small.

#Edited-in – What I really want are the Basic Moves, Special Moves, and GM Moves.

Help!

Help!

Help!

tl;dr: I need tips on how to teach a player to be a DW GM.

Ive GM’ed DW for a few years. I’ve only been a PC in about a handful of games, so my viewpoint is a bit skewed. I have a player that wants to be the GM in our new sessions, but I realized that short of just having him read the book, I haven’t started mentally preparing myself to help him slide into the GM role. This player has not played any other tabletop RPG other than DW, but I’ve already heard him say some typical newbie GM traps (creating extensive back lore, tunnel vision, writing dialogue trees, etc). A lot my job up until now has been to hammer in the ‘fiction first’ mentality in play, so I think the players in this group ‘get it’. I know that he will do great; it’s me I’m worried about.

Here’s my plan:

-Sit down and go over principles and agendas

-Discuss the importance of doing less prep

-Tell him that if he is going to create ‘too much’ let it shine through consequence of play, not prose

-Let him know that I’ll support a lot at first and dwindle back as he becomes more confident with the technical/narrative stuff

What else should I be cognizant of when teaching someone else to be a GM? How is the best way to scaffold and support him at the table? Should I correct him when he steps out of the principles and agendas? What would you do?

+++THIS JUST IN+++

+++THIS JUST IN+++

+++THIS JUST IN+++

PLAY TO FIND OUT (the Dungeon World discord server’s very own podcast), has coalesced in the real, and is coming to a pod-service near you.

It’s got sick features and segments like:

-recent game highlights from the tables of real GMs

-a GM academy segment with specific advice on how to squeeze the juicy drops of RP goodness out of Dungeon World

-meta commentary on discussions going on around the wider DW and RPG community

-the famous “picture this” segment to make your games super zesty

-insightful answers to listener questions! (Srsly, pls send us some)

Play now to find out what everyone’s talking about because it’s Play To Find Out, and you really gotta just play to fin—

OK, ArtProjects is gonna kill me, so I’ll just post the link:

https://playtofindout.net/

(web player may not be up yet, but you can copy the rss link into your podcast listener of choice)

You can also listen through Pocket Casts (Voidlight’s personal recommendation).

http://pca.st/podcast/c297a2a0-f359-0135-c25e-7d73a919276a

Coming soon to iTunes, Google Play Music, and wherever you want as well!

….

Oh! And don’t forget to hit us up with your questions, suggestions, and nice (or at least interesting) words at:

playtofindout@protonmail.com

https://playtofindout.net/