Here are some unit cards for Inglorious.
http://trailofdice.weebly.com/uploads/6/9/2/1/6921148/inglorious_cards.pdf
Here are some unit cards for Inglorious.
Here are some unit cards for Inglorious.
http://trailofdice.weebly.com/uploads/6/9/2/1/6921148/inglorious_cards.pdf
Probably old news, but our group took the Inglorious warfare rules out for a spin this evening, and they were…
Probably old news, but our group took the Inglorious warfare rules out for a spin this evening, and they were fantastic.
“Only in dreams…” Specifically used in the Shade from Grim World.
“Only in dreams…” Specifically used in the Shade from Grim World. It’s my first stab at emulating dream logic, specifically when you can’t quite seem to get from A to B in a direct manner.
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Whenever you attempt to accomplish anything in the Shade, roll+what quality of sleep you have:
– 30-minute nap in a dangerous area: +0
– 4 hours in camp: +1
– 8 hours in a soft bed: +2
* On a 10+, you achieve your goal directly. * On a 7-9, the GM may twist your intent or make a move against you. * On a 6-, you are frozen momentarily and must bear witness to the unfolding events as a silent observer.
There are artifacts, potions, etc. that can be used to affect this move.
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Feedback welcome, of course.
Have I missed a link to the in-progress Inglorious battle rules?
Have I missed a link to the in-progress Inglorious battle rules?
Color-coding my basic move and spell sheets, because Jason Morningstar is a freaking genius.
Color-coding my basic move and spell sheets, because Jason Morningstar is a freaking genius.
Subject: Statting up big, complex monsters.
Subject: Statting up big, complex monsters.
Multiple hit locations (head, body, etc.), because each part can be found in a different area of the dungeon.
Multiple forms of attack (psychic, physical, etc)., because it’s that kind of threat.
In your opinion, why or why not?
The write-up is looking a bit Palladium-esque, but if I (as the GM) am willing to track all of this, is there any problem?
Conflict in Marking XP for Failed Rolls.
Conflict in Marking XP for Failed Rolls.
Some people, it seems, get really competitive about gaining XP and leveling. Last night, a player stormed out because the group was gently suggesting that rolling and rolling just to fail was perhaps not a realistic or constructive tactic. Another player leveled up twice in one session (at the end), again due to five or six failed rolls in a row.
I want to combat the competitive spirit at the table, but I don’t know if I can or should. I’m thinking of implementing a house rule: you can only mark XP from failed rolls three times per session. Also: stating that you’re looking for moves to fail will fail to trigger said moves.
Question about discovering magical items. Applicable to any fantasy game, but since I’m running DW…
Question about discovering magical items. Applicable to any fantasy game, but since I’m running DW…
I’m totally new to the fantasy genre, so forgive me: how do you describe significant magical artifacts when the players discover them? Do you trigger Spout Lore to see if they know what it does, or just let them read it outright? Spilling an item’s secrets at the outset (especially those with campaign-level significance) seems like it’d take us out of the fiction.
Ran my first session of DW this past Thursday for five players, several of whom have past experience with * World…
Ran my first session of DW this past Thursday for five players, several of whom have past experience with * World games.
I want to thank the authors for this outstanding game — it was the most fun I have ever had as a GM! (And I was worried that not rolling dice would be dull… Ha!)
I still have work to do on understanding the rules, but the foremost concern from the group was combat (which I understand to be a common issue). I get that it’s a conversation, with no rounds and no GM attacks, per se. I took advice from the excellent Dungeon World Guide, and went around the table in a rough circle, asking “What do you do?” in response to my moves. I thought it worked, but one or two players said it felt rote and too turn-based.
Any thoughts?