I have a player who plays The Priest in my group.

I have a player who plays The Priest in my group.

I have a player who plays The Priest in my group.

http://www.drivethrurpg.com/product/108623/Dungeon-World-Alternative-Playbooks

His chosen religion is a god of Life and Death.

Since this class is so much open-ended, I imposed on him to justify narratively how the domain of his god manifests through his invocations.

Now I’m starting to regret as I feel he’s much more limited than the intended class seems to imply in his usage of invocations.

For example, how do you justify effects like “protection against fire” when you God’s domain technically only manipules Life and Death?

I would prefer to keep the restriction as this is a fact in the setting : gods can only ever influence elements of their domain, but I don’t want to restrict him too much in his intention of manifesting divine powers.

So, I started a new campaign with a group who is at its first time with DW (long time D&D players).

So, I started a new campaign with a group who is at its first time with DW (long time D&D players).

So, I started a new campaign with a group who is at its first time with DW (long time D&D players). It’s our 2nd session and they told me that they feel like they never truly succeed at anything, since 7-9 is success + complication (and is the most common result).

I tried convincing them that the complication is meant to drive the action forward, offering a far more interesting narrative than a plain “you fail” that are more common in “classic” RPG systems, but without much success.

They gained a level at the end of the last session and all chose to raise their main stat to +3. I explained that at +3, they have almost 60% chance of having a 10+ success, which should somehow alleviate their feeling. Will see how it goes next session, but using your best stat is usually less than 50% of all rolls you make.

Any tips on how to shift their paradigm?

So, I’m trying to wrap my head around designing a move for dungeon delves.

So, I’m trying to wrap my head around designing a move for dungeon delves.

So, I’m trying to wrap my head around designing a move for dungeon delves.

I know, I know, there is a lot of conversations about this in the tavern! Bear with me.

In one of them, we discussed about using the Navigate the Labyrinth move from Jason Cordova, which actually works petty much out of the box.

But what if you want to have specific rooms or specific encounters you wan to play out?

For example, I’m running Tomb of Annihilation and I don’t care about running the dungeons as written nor do I have the intention to use a “classic” method of going room by room and using the map 1-for-1.

That said, I do want to read the material and extract the interesting parts. I’m a big fan of the 5-rooms dungeon principle and so I intend to convert the dungeons into 5 rooms dungeons.

The method I’m trying to use is to name and describe in big lines each of the 5 rooms in my GM book but hand waived the dungeon exploration itself.

So I though about making a move that will simulate the delving itself that happens in-between each “themed” room but I think it needs much more love. It’s kinda meh…

Delve the dungeon

When you delve the dungeon, say how you face one of its many challenges, then roll +STAT.

On a 10+, you overcome the challenge and safely reach the next room.

On a 7-9, you reach the next room but you encounter a guardian or activate a trap along the way.

On a 6-, you can’t find a way to reach the next room for now, plus anything else the GM says.

Not sure who I stole this from, but it dawn to me that the move isn’t only useful when a player comes back after…

Not sure who I stole this from, but it dawn to me that the move isn’t only useful when a player comes back after…

Not sure who I stole this from, but it dawn to me that the move isn’t only useful when a player comes back after missing a session, but it’s also very good for when the group gets separated and you’re not interested in the minutia plus you don’t want to set one group aside while you resolve the player, then get back, etc.

I’M BACK!

When you reunite with the group after being separated for an extended time, say what happened and roll …

■ … +STR if you fought a monster or escaped imprisonment.

■ … +DEX if you did something secret, stole something, or evaded something.

■ … +CON if you trained under a mentor or acquired help or resources.

■ … +INT if you learned ancient knowledge or invented something.

■ … +WIS if you discovered a secret or had a divine

encounter.

■ … +CHA if you made an ally, learned about a culture, or purchased something of interest or value.

On a 10+, you had a prosperous leave; take +1 Forward and mark XP.

On a 7-9, you attracted trouble or your actions had unintended consequences, the GM will say what.

When you design Fronts, do you usually set your 1st grim portent as happening right now?

When you design Fronts, do you usually set your 1st grim portent as happening right now?

When you design Fronts, do you usually set your 1st grim portent as happening right now?

I’ve noticed that I have a tendency to do so when writing fronts.

Is it correct to do so? If not, does it have any effect on the game at all?

Also, do you have a sweet spot on numbers of fronts in your campaign?

At which point does it become unwieldy / you forget about them in play?

So, boxcars.

So, boxcars.

So, boxcars. They’re rare (2.77% chance). They’re almost half the probability than getting a 20 on d20. Yet, no mechanic involves them in DW.

There’s the rare odd move with 12+ result, but I’m talking “natural 12” here, which is lower chances than 12+.

Getting a “critical hit” was always a fun and exciting moment in every single RPG I’ve played. I don’t know a single player who doesn’t cheer and yay when one is rolled.

Last game (first DW game with this group), I had one player who was in a bad spot who rolled 12 and I noticed his excitement was somewhat lessened when he learned there was no extra effect. Sure, I gave him extra narrative power, asking him to describe the awesomeness of his move and told him to make it grand and over the top. It was ok, but I still felt like it would have been cool to tie-in extra mechanical effects.

What do you think? Would it be fun/possible to create a generic move that applies to all moves to grant extra effects to a roll of 12? (because it would be mad to add a boxcar entry for each and every move). Is it desirable? How do you handle this if you go pure narrative?

I’ve made this move few weeks ago because I’m running a kinda-hex-crawlish campaign so that I can still have random…

I’ve made this move few weeks ago because I’m running a kinda-hex-crawlish campaign so that I can still have random…

I’ve made this move few weeks ago because I’m running a kinda-hex-crawlish campaign so that I can still have random encounters but not necessarily play the fight scene everytime. Just realized this would work great when you start to notice a fight scene drags on and you don’t want to play to find out how the PCs massacre the remaining 8 goblins.

NARRATE A FIGHT

When everyone agrees to resolve a combat scene in a single roll, say on which tactic you rely and roll…the GM wants to resolve a combat scene with a single roll*, say on which tactic you rely and roll…

■ … + STR if you fight in melee

■ … + DEX if you use ranged attacks

■ … + CON if you rely on the Balboa tactic

■ … + INT if you cast INT-based spells

■ … + WIS if you cast WIS-based spells

■ … + CHA if you bolster your allies

On a 10+, Choose 1.

On a 7-9, Choose 2.

■ Take damage, ask the GM which dice to roll.

■ Take a debility and describe how you got it.

■ Lose something important to you (ammo, spell, follower, weapon, etc)

Which Druid’s Born of the Soil represents Jungle terrain?

Which Druid’s Born of the Soil represents Jungle terrain?

Which Druid’s Born of the Soil represents Jungle terrain?

My reflex was to go for Sapphire Islands, but then I think it sounds more asian (I picture India+China+Japan-ish) (elephants, monkeys, pandas, tanuki, tigers, etc) than jungle-y (Africa, Central/South America, Pacific islands).

Great Forest was my second guess, but then again I picture more temperate forests.

I have an issue you might be able to help me with.

I have an issue you might be able to help me with.

I have an issue you might be able to help me with.

My players are really chilly about PC death (in any RPG actually).

I explained how DW is way more dangerous than say D&D and that death isn’t just a nuisance. You drop to 0, you get one chance (actually 58% chance) to survive, otherwise, your gone…

I guess they get invested in their character (which is something I’m really happy with), but I don’t want to make danger more trivial. The life of adventure is dangerous, and death is something always around the corner.

I tried explaining how death can make for a very interesting scene (mentioning Boromir’s death as an example of a scene that would have never been famous if a PC didn’t die) but they still want make to tweak the system to make it less deadly… I feel if I do, we’ll all be missing something very important that will actually shift the feel of the game.

What would you do? Roll+…

* … +INT if you’re trying to use clever explanation

* … +CHA if you’re tapping into player’s emotive side

* …+STR if you yell at them for being wuss

Still toying around with alternate HP rules and related stuff.

Still toying around with alternate HP rules and related stuff.

Still toying around with alternate HP rules and related stuff.

What does Hive Mind has to say about this:

Suffer Harm

When you lose ⅓ of your maximum HP in a single attack, roll+CON.

* On a 10+, it hurts like hell but you grit your teeth and keep going.

* On a 7-9, you’re incapacitated and can’t fight anymore until you receive help.

* On a 6-, as above plus you get the worst out of the injury as set by the narrative (you lose an arm, your guts are open, an artery is cut, your kneecap is busted, you’re stunned, etc).

The trigger is super mechanical, but it could be reworded as “When you suffer a bad injury…” and leave it to the /Players/GM to decide when a wound is bad based on the narrative.