This may seem obvious bit I’ve discovered dungeon world is great for challenging and exiting play at paragon level.

This may seem obvious bit I’ve discovered dungeon world is great for challenging and exiting play at paragon level.

This may seem obvious bit I’ve discovered dungeon world is great for challenging and exiting play at paragon level. Here’s what I mean.

Most games, you go from Zero to hero then stop or retire. Sometimes death is only a hit or two away (see W.O.D. or old school dnd) or you have balanced encounters and everything is fair and proportional (third edition dnd or Pathfinder)

But DW basically let’s you be Gandalf. A powerful player who can kill 3 goblins with a flash, but can’t take on a whole army or dragon by himself.

I thought that the game should be less about treasure and more about the mission or story. Imagine if the party had to escort 14 incompetent NPC dwarves to a mountain, or guide a small kingdom in time of war, or investigate a widespread international religious or political crisis.

This I feel would give players challenging but immersive tasks which should test their skills, but also give the world depth and the story meaning.

Ok long post, but In my opinion, it’s good to have more to a campaign than just pointless aqquisition of wealth/weapons, especially at the higher levels. Characters should be connected to the world and have more attachments/establishments with time.

Thanks for reading!

This might of been asked before but: Has anyone thought of some different end questions especially for a west…

This might of been asked before but: Has anyone thought of some different end questions especially for a west…

This might of been asked before but: Has anyone thought of some different end questions especially for a west marches type hexploration game?

Also tips on how to get players contributing in an already established world?

Oops. Meant to ask this here.

Oops. Meant to ask this here.

Oops. Meant to ask this here.

Originally shared by Asbjørn H Flø

How do I decide what happens if the cultist finish the bloodritual without the correct ingredients?

On tuesday, my players are making a bid to root out a horrible cult who have collected halfling souls to complete a ritual to open a portal to void between the stars to release the horrible Mother of All Dragons, Margul. Margul is the living embodiment of the Ur-Power of the Black Night.

The players are interested in restoring those souls to their rightful owners, who are now just listless pod-halflings.

Halflings sprang from the blood of the Black Jotun, Eir, when she battled Margul, and so their soul and blood carry lot of power.

Problem is, the cult is a couple of halflings short. Namely, the halfing thief Thalda and their halfling hireling. Having failed to kidnap the halflings, the cultleader, a horrible “vampire”, wants to substitute humans for halflings. He recons a rate of 6 humans to one halfling will at least call forth a messenger of the Black Night, that will herald it’s eventual release.

I have no idea if he’s right. He’s ancient and clever, but who knows when it comes to Ur-powers. It could fizzle, it could turn them all into vampires, it could just suck them into the void between the stars. Either way, it will probably collapse the entire dungeon underneath the rich part of town. What happens to the halflings without souls then? No idea.

I’m looking for input on how to decide this. Options I can think of:

– put up a couple of options, and roll a die of fate if it happens.

– Ask the players to describe one horrible thing each, either before or when it occurs

– Hope to god the players succed in stopping them.

Has anyone played 13th Age?

Has anyone played 13th Age?

Has anyone played 13th Age? I’m thinking of doing my next DW game set in the 13th age world. Wondering your thoughts on the Icon system and replicating that concept into DW.

My first thought was to replace alignments with the icons. Choose one or two icons and one agenda from the icon and treat it as the alignment move. Open to other ideas, though.

Question for the Tavern about debilities…

Question for the Tavern about debilities…

Question for the Tavern about debilities…

Do debilities incur a -1 to the attribute, thereby possibly undermining the associated modifier, or replace the modifier with a -1?

I haven’t been able to find explicit direction. My inclination is that the modifier is replaced, or else debilities are not really that bad, especially considering that you only get one per stat.

I appreciate any thoughts on the matter.

Mikie

Episode 53 of Discern Realities is here!

Episode 53 of Discern Realities is here!

Episode 53 of Discern Realities is here!

This episode is a little longer than usual, but the conversations are nice and in-depth. Here is what is in this episode:

I reflect on the We Hunt the Keepers! DW campaign; we take a look at Ray Otus’s Plundergrounds #5; we go in deep on how to handle a miss on Cast a Spell, and the thematic considerations for both Wizard and Cleric versions of the move; we read two contest entries: The Orphan’s Kiss and The Joyous Pit (text for each is on the website); and we continue our AP of the story of St. Evelyn the White.

Enjoy!

http://www.gauntlet-rpg.com/discern-realities/episode-53

Asking for Submissions!

Asking for Submissions!

Asking for Submissions!

I’m planning to start a DW specific zine that focuses on the small bits of the world that GMs tend to gloss over. Things like food, customs, cultures, rocks, etc. My aim is to have each issue focus on a specific element and push it to it’s most interesting and GM useful extreme!

The first issue will focus on Stories! Tales, art, music, lies, and books.

Please post one of the following:

– An interesting story-telling method of Dungeon World

– A bizarre move / monster / setting / item related to storytelling

– A plain old interesting story template (not a full story, just the setting, tone, characters, etc. The party may or may not be able to take part in the stories themselves…)

The image belongs to Viktoria Martyniuk (https://dribbble.com/shots/4019619-Crystal-grotto)

Hmm, the Priest (or #worldofadventures ‘s Cleric for that matter) ask to define your religion with these questions.

Hmm, the Priest (or #worldofadventures ‘s Cleric for that matter) ask to define your religion with these questions.

Hmm, the Priest (or #worldofadventures ‘s Cleric for that matter) ask to define your religion with these questions.

What do they Control (the sun, the seas, the skies, etc.)?

What do they Represent (love, death, war, wind, etc.)?

Who are their Worshippers (nobles, dwarves, wizards, etc.)?

Who are their Enemies (demons, undead, heretics, etc.)?

What are their Demands (sacrifices, secrets, victories, etc.)?

I feel like these questions don’t fit my setting as my gods all represent broader concepts, virtually everyone in the world are polytheist, they don’t have defined enemies or friends and they don’t really demand anything. If anything, they are more like ideologies and people interpret them how they like (hence the existence of numerous churches of the same god that have different beliefs and rites… much like we see with Christians, Protestants, Baptists, Anglicans, Puritants and whatnots).

So I came up with a set of different questions.

Here’s with an example.

Name: Ur

What do they Represent?

The eternal cycle of life and death.

What is one of their Gospel?

For one life taken, one should be given.

What is one of their Rite?

Proper burial of friend or foe by burying them in soil.

I feel like it’s missing 1 or 2 other but I can’t think of something interesting.

Does the Hivemind have ideas?