“The Curse of Drazhu” stuff I’ve been working on lately has got me dreaming of making my own adventure module for…

“The Curse of Drazhu” stuff I’ve been working on lately has got me dreaming of making my own adventure module for…

“The Curse of Drazhu” stuff I’ve been working on lately has got me dreaming of making my own adventure module for Dungeon World. I’d love to hear the Tavern’s take and what makes a great supplement/campaign book/adventure module.

– If you could design the perfect adventure module for this game (or any trpg) what would be essential to include?

– What stuff do you actually use and what do you enjoy?

– What do you find you tend to ignore?

– What module, for Dungeon World, or otherwise would you point out as a great example of an excellent, well put together product?

Thanks! Looking forward to hearing everyone’s thoughts.

When you GM, how much do you try to upkeep the notion that everything in the game is going according to your plan or…

When you GM, how much do you try to upkeep the notion that everything in the game is going according to your plan or…

Originally shared by Andrew Huffaker

When you GM, how much do you try to upkeep the notion that everything in the game is going according to your plan or ‘this was my plan all along’?

So I’m looking for some advice from my fellow GMs.

So I’m looking for some advice from my fellow GMs.

So I’m looking for some advice from my fellow GMs. The party was aboard an elemental powered airship when the ship was attacked. The ship had ready taken a point of stress prior to the attack and the pcs did not take the time to repair it. The first attack caused another point of stress. They tried to fight back but rolled several 6-.

It resulted in a other barrage that essentially blew up the forecastle releasing the greater elemental that powered the ship. There was a cool and dramatic scene where the party tried to get off the ship and rescue their fellow crew members. The barbarian was about to escape when she looked around and noticed that one of their hirelings that has been with them since the beginning of the campaign was not on deck and likely trapped below. She drank a fire oil potion and went below deck. She found the character trapped below deck trying to hold off the elemental. She was trapped between the elemental and the bow of the ship. The barbarian dove past the elemental, taking a whalop in the process, grabed the npc, and dove out a hole in hull right before the ship crashed.

This was an incredibly heroic thing on the barbarians part. They dove out a hole in the hull to the air as the ship was crashing. In someways i feel like they would not have survived this. The npc is a mage, so conceivablely she could have saved them but I don’t want to steal the pc’s thunder by having the npc ride to the rescue. I guess i cpuld just call for last breadth, but we are very close to the end of the campaign. I’m looking for advice on how to handle this.

I was discussing this with one of my friends today.

I was discussing this with one of my friends today.

I was discussing this with one of my friends today. Sometimes players feel a bit ‘forced’ into certain skills with their characters, that may not necessarily match what they have in mind in terms of who their character is and what he/she can do. Simply because it is on the character sheet and what they want isn’t.

What if we completely skip picking a class, but simply come up with the ‘concept’ of a character, and pick (or design if needed) skills accordingly. E.g. a trained army scout could have some fighter-like skills, but also e.g. be a trap expert.

Then, while leveling up, add skills that reflect your experiences during the fiction. So instead of ‘poof, you now know how to do X overnight!’ you get a skill that actually has a base in the fiction. E.g. if you encountered a lot of traps recently, maybe you become more aware of how to deal with those and you become a trap expert (just taking this as an easy example, could be anything).

Skills would still either come from a playbook or (if something new needs to be designed) would be structured exactly like any other DW skill. Just not prescribed in advance. And of course you would want to avoid your players all having the same skills, but I wouldn’t expect that to be too much of an issue.

Aside from the ‘do whatever you and your players find fun!’ argument, have any of you guys ever tried such a ‘system’, or do you know of a game that does something similar? What are the advantages and disadvantages of such a ‘hack’?

”In the space between things….those open spaces are where things really come alive”

”In the space between things….those open spaces are where things really come alive”

”In the space between things….those open spaces are where things really come alive”

Jason Lutes in the upcoming interview of the Two Simple Psychs podcast.

Found an old notebook in the closet.

Found an old notebook in the closet.

Found an old notebook in the closet. Opened to a random page and found this gem: “Monsters who want something become puzzles to explore. Monsters who only want to fight become tiresome.” I have no idea where I borrowed it from, but I’m starting back a 1 player game with my partner tonight and it’s something I’ll keep in mind.