Has anybody else had this problem?

Has anybody else had this problem?

Has anybody else had this problem?

I ran a 24-hour Dungeon World game a few months ago, and after about the fourth hour, I noticed something: players specifically rolling their weaker stats and stepping into situations where they knew that failure was likely due to the automatic XP for a failed roll. Meaning that these heroes were specifically avoiding rolling their best stats and pursuing the things for which their class was designed. I was a bit stonewalled, and just ran with it.

Any suggestions? I thought about increasing the lethal consequences of failure, so that yes, you get XP, but at substantial cost. Has anyone tried that successfully?

Just posted this in another forum and thought I’d share:

Just posted this in another forum and thought I’d share:

Just posted this in another forum and thought I’d share:

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[When running the Planarch Codex], I replicate something like Fronts by using the jobs + “what happens when you don’t take a job” move. To start, I roll up several possible jobs while the players are finishing up their characters (like buying gear or whatnot), have them pick the job they just finished (rolling to see how it went, as in the “love letter”), and then pick the job they’ve just decided to take on. Then we play that out as a single session. Next session, right before play begins (perhaps while they’re spending their loot from last session), I roll to find out what’s up with the job they didn’t take, which increments the background fiction and makes the world around them have a life of it’s own. Then I roll up a couple new jobs and add them to the board. Eventually, you’ll then end up with multiple jobs out there that the players are not actively engaging with, which grow and develop or get replaced by other jobs. This becomes the “metaplot” of Dis, humming and churning along, but there for the players to actively engage with whenever they want, just by them taking up one of the available jobs.

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This method could totally work in a non-Planarch setting too. Like, if your crew is a bunch of mercenaries in a fantasy world, or anything else that has a more Shadowrun-like structure of patrons and missions (or, say, quests). It’s a bit like how things work in modern computer RPGs (like Skyrim), except the missions don’t wait there doing nothing until you decide to take them on, rather, they’re moving targets: if you don’t do them, maybe someone else will, or they may not be the same when you get around to them.

So, around two years ago, I played DW on a forum with people with whom I’d played other forum games.  And it wasn’t…

So, around two years ago, I played DW on a forum with people with whom I’d played other forum games.  And it wasn’t…

So, around two years ago, I played DW on a forum with people with whom I’d played other forum games.  And it wasn’t very fun.  Even at the time, with the version that was floating around for Adventurers Guild members, there were tons of people raving about the fun they were having and I didn’t get it.  But I didn’t know if it was the game or PBF or just us, the players.

Anyway, last night I played the second session of a game that we started on Saturday and I’m having a hell of a time playing the druid.  And I’m really looking forward to playing more.

I’m not exactly taking back things that I wrote about that earlier experience — it was what it was.  But this current experience is way more fun to think about and now I get it.

So thanks Adam and Sage (and Tony) (and Vincent) and the community!

Sage LaTorra about creating new Spells in Game:

Sage LaTorra about creating new Spells in Game:

Sage LaTorra about creating new Spells in Game:

Wizard: I’m going to use this place of power to craft a new spell.

GM: Okay, tell me about the spell

Wizard: Well, it’s a bolt of lightning from my fingertips that strikes the creature it hits dead and can never miss.

GM: Hmm, okay, well the best you can manage is a lesser version: a 5th level spell that does damage like a fireball to one creature and stuns them momentarily. Drawing on the place of power gives you the raw energy, but you’ll need a creature of electricity to aid you in the research. An elemental will be best, but even a few lightning-struck villagers will be fine.

First game was yesterday.

First game was yesterday.

First game was yesterday. I came with no prep at all and the players immediately started telling me how they were on their way back to the city after completing a quest for the King. They looked at me asking for something interested so I burned the city with their reward in it. A dragon was flying in circle over the city and when the players got within the walls they discovered knights with shields with a dragon symbol on it. “This is the Order of the Dragon Wing” said one of my player (I had no idea what she was talking about, but it was awesome). A Spout lore later we discovered this Order is ruled by long bloodline of Dragon tamers who can control Dragons by touching them. The whole game was fresh and exciting from a D&D and Pathfinder background. The flow was so natural and good. Usually in combat my players wait for their turn by reading stuff on their laptop or going out for a smoke but here, no time for that. Everyone liked it. Long live Dungeon World. My new favorite game.

When I run a higher level convention one shot I am going to give out some cards with magical/special weapons or gear.

When I run a higher level convention one shot I am going to give out some cards with magical/special weapons or gear.

When I run a higher level convention one shot I am going to give out some cards with magical/special weapons or gear. The player decides where they got it and what it does based on the description.

Eg

The Tears of Milane

Sandokan’s Clockwork Servant

Thoughts?

Is the barbarian the richest single chapter of the game speaking of quotes and references?

Is the barbarian the richest single chapter of the game speaking of quotes and references?

Is the barbarian the richest single chapter of the game speaking of quotes and references?

Jobs rolled up for the Planarch Codex one-shot at Gamestorm last weekend:

Jobs rolled up for the Planarch Codex one-shot at Gamestorm last weekend:

Jobs rolled up for the Planarch Codex one-shot at Gamestorm last weekend:

1. Merchant, killing, temple, don’t know

The Corpse Merchants travel to planes consumed by Dis, recover the bodies of your loved ones, and then sell them back to you. However, lately they’ve been targeted by a secret band of necromancers, the Night Ilk, who massacre Corpse Merchant bands and take all the bodies. The merchants want these corpse thieves out of the picture.

2. Outlaw, protection, temple, don’t know

A heretic of the Church of the Font, a healing cult based around rejuvenating waters, believes the church is after him and will stop at nothing to find him. He wants to get as far away from them as possible, to the Outer Darkess beyond the edge of the planes.

3. Guild, delivery, library, nearby plane

The Artificers Guild has crafted a special order for a giant mechanical book with moving type that records and updates the names of the damned. It is immense and heavy, but needs transport to the Library of the Greater Hells, preferably by being transported through a portal from one of the nearby lesser hells already consumed by Dis.