I was just listening to Koebel on Office Hours talk about running mystery campaigns in D&D.

I was just listening to Koebel on Office Hours talk about running mystery campaigns in D&D.

I was just listening to Koebel on Office Hours talk about running mystery campaigns in D&D. It made me wonder if mystery campaigns have worked well for you with DW.

If so how did you have to modify things to support mystery?

Help!

Help!

Help!

tl;dr: I need tips on how to teach a player to be a DW GM.

Ive GM’ed DW for a few years. I’ve only been a PC in about a handful of games, so my viewpoint is a bit skewed. I have a player that wants to be the GM in our new sessions, but I realized that short of just having him read the book, I haven’t started mentally preparing myself to help him slide into the GM role. This player has not played any other tabletop RPG other than DW, but I’ve already heard him say some typical newbie GM traps (creating extensive back lore, tunnel vision, writing dialogue trees, etc). A lot my job up until now has been to hammer in the ‘fiction first’ mentality in play, so I think the players in this group ‘get it’. I know that he will do great; it’s me I’m worried about.

Here’s my plan:

-Sit down and go over principles and agendas

-Discuss the importance of doing less prep

-Tell him that if he is going to create ‘too much’ let it shine through consequence of play, not prose

-Let him know that I’ll support a lot at first and dwindle back as he becomes more confident with the technical/narrative stuff

What else should I be cognizant of when teaching someone else to be a GM? How is the best way to scaffold and support him at the table? Should I correct him when he steps out of the principles and agendas? What would you do?

In regards to H&S, how often do you have players roll as a 1:1 correspondence of their blow by blow beads vs zooming…

In regards to H&S, how often do you have players roll as a 1:1 correspondence of their blow by blow beads vs zooming…

In regards to H&S, how often do you have players roll as a 1:1 correspondence of their blow by blow beads vs zooming out and extrapolating maybe 2 or 3 beads and then rolling as more of an indicator of overall momentum in battle?

Working on a verbal encounter move based on Jason Cordova Labyrinth move:

Working on a verbal encounter move based on Jason Cordova Labyrinth move:

Working on a verbal encounter move based on Jason Cordova Labyrinth move:

When you attempt to overcome someone through verbal means, roll +stat. Tell the GM your ultimate goal. You can roll +stat a number of times equal to your modifier of that stat until you have used all three stats in this way (scores of 0 or below must still be used once).

When you beg, schmooze, mask your true feelings, or flat out lie, roll +CHA

When you battle their wits, see the bigger picture, or engage in repartee, roll +WIS

When you interpret their real meaning, twist their words, or bark hard facts, roll +INT

On a 12+: You gain 2 hold

On a 10+: You gain 1 hold

On a 7-9: You gain 1 hold, the GM chooses one below

On a 4-6: You lose 1 hold or the GM makes a move

On a 3-: You have said exactly the wrong thing, lose all hold and the GM makes a move.

-You gain a debility based on the state you rolled

-A secret about yourself is outted

-The opposition reveals a truth that negatively impacts you

-You lose reputation with an important person; now or later

At any time you may spend 1 hold to learn a useful truth about this person or gain ancillary information in a minor slip up. Work with the GM for this information. You may spend 4 hold at any time to achieve your ultimate goal.

If you have no hold to lose, this encounter is over.

(Example: a character with +2 CHA, +0 WIS, and -1 INT would have to roll +charisma two times, +wisdom one time, and +intelligence one time before being able to roll +charisma again)

I think I saw a post on here last year with a document that was a listing of all the different types of encounters…

I think I saw a post on here last year with a document that was a listing of all the different types of encounters…

I think I saw a post on here last year with a document that was a listing of all the different types of encounters frameworks for RPG’s. Does anyone know of such a document?

It was like:

Sneak into ________ to obtain ______

Protect ________ long enough for _____

Don’t let ________ destroy _____

Be the first to _____ before ______

I wanted to make a DW character for Dr. Strange. But, as I read the Cleric I realized it fit better than Wizard.

I wanted to make a DW character for Dr. Strange. But, as I read the Cleric I realized it fit better than Wizard.

I wanted to make a DW character for Dr. Strange. But, as I read the Cleric I realized it fit better than Wizard.

….strange.

Have you tried to smoosh something into DW that didn’t thematically/mechanically work?

Have you tried to smoosh something into DW that didn’t thematically/mechanically work?

Have you tried to smoosh something into DW that didn’t thematically/mechanically work? I try to implement political intrigue into DW and it doesn’t work for me or my players. Where have you seen failure in DW or where have you failed in implementation?

(This is not to say that DW is inadequate or lacking, but its not meant for every kind of gameplay)

-romance

-hexy crawling in a mega dungeon

-political intrigue

-who-dunnit?

-crafting

-large scale combat sets

-mundania

Does anyone know of any custom moves regarding charting/recording the map of a dungeon?

Does anyone know of any custom moves regarding charting/recording the map of a dungeon?

Does anyone know of any custom moves regarding charting/recording the map of a dungeon? Something like the navigator of the party documenting their crawl?

Ie

When you take a second with quill and parchment to record your journey, roll +wis: