Just a little curious how some others schedule in-person games.

Just a little curious how some others schedule in-person games.

Just a little curious how some others schedule in-person games. Pick a day once a month and stick to it? Twice a month? A different day every time and just scheduling when you feel like it?

For a little while, we were doing once a month, but that feels like a huge amount of time in between sessions (to the point where players sometimes don’t really remember what they were doing). We also tended to bail and play something else if one or more party members couldn’t make it. This style has caused both my groups to fall into remission and it’s been more than a few months since the last game.

How do you guys work around busy schedules? I’m thinking I might reboot a group if people are into it, then continue with the game even if we’re missing someone (of course, checking if that’s cool with everyone first).

Any opinions on having players make moves without telling them the outcomes right away?

Any opinions on having players make moves without telling them the outcomes right away?

Any opinions on having players make moves without telling them the outcomes right away?

I’m thinking of, for example, what would happen if the players inhaled spores from a mind-controlling plant. A custom move might be:

When you inhale mind-control spores, roll+con. On a 10+, you’re fine and immune to further infection. On a 7-9, you’re not infected but you’re not immune. On a 6-, you’re infected.

If the PCs don’t know they’ve been infected by a mind-control plant, telling them would ruin that. On the other hand, it takes away a bit of their agency.

How would y’all handle this?

Has anyone played or run cold ruins of last life I’m thinking of giving it a whirl and wanted some opinions on how…

Has anyone played or run cold ruins of last life I’m thinking of giving it a whirl and wanted some opinions on how…

Has anyone played or run cold ruins of last life I’m thinking of giving it a whirl and wanted some opinions on how it runs

Can I hear about experience with Freebooters? I’ve been on an OSR kick using The Black Hack.

Can I hear about experience with Freebooters? I’ve been on an OSR kick using The Black Hack.

Can I hear about experience with Freebooters? I’ve been on an OSR kick using The Black Hack.

But I heard that Freebooters makes dungeon world more OSR-ish. Is that true? Does it work well? Are things a little more dangerous?

I plan to run Hot Springs Island using The Black Hack, but my group prefers Dungeon World. Something in between the two would be brilliant!

Has anyone ran a wizard in DW, but used the magic point system from freebooters?

Has anyone ran a wizard in DW, but used the magic point system from freebooters?

Originally shared by Andrew Huffaker

Has anyone ran a wizard in DW, but used the magic point system from freebooters? Does it work; what mechanics/stats would need to change; is it OP or unnecessary?

EDIT: I’m talking specifically about the spell point system, not the spell name generator

Jason Lutes​

So I was thinking about class design and archtypes and it dawned on me that Clerics are a good idea poorly executed.

So I was thinking about class design and archtypes and it dawned on me that Clerics are a good idea poorly executed.

So I was thinking about class design and archtypes and it dawned on me that Clerics are a good idea poorly executed.

I think the biggest problem is the fluff and how they’re poorly integrated in setting. They are part priest, warrior, mage, with a mix of convoluted religious elements and tropes. They’re everything and not anything at the same time. They also have nearly no equivalents in pre DND myth/literature/TV. Here are my ideas to fix clerics across any game system.

-Make healing spells a part of normal spell list and let spellcasters learn them. (Like FF white mage)

-Create detailed setting which explains why temples are full of healing magic men and how they fit in society and why.

-Create a wizard/fighter hybrid minus religious elements for those who want it.

-make holy man compendium class with specific niche abilities for those who want it.

Make clerics descendants or children of God’s, or the highly favored of gods (so extra exceptional or quite rare.)

-Give cleric types abilities that expand and improve upon their abilities. Don’t limit them to being undead killers and party healer/buffer. Allow them to work on their own. Same goes for Bards.

Any other ideas, thoughts, or opinions? I’m happy to hear.