Originally shared by Acritarche
Quelques images pour montrer à quoi devrait ressembler le Guide de Dungeon World une fois imprimé.
Some mockup pictures to show what the printed Guide de Dungeon World will look like.
#dungeonworld
Quelques images pour montrer à quoi devrait ressembler le Guide de Dungeon World une fois imprimé.
Originally shared by Acritarche
Quelques images pour montrer à quoi devrait ressembler le Guide de Dungeon World une fois imprimé.
Some mockup pictures to show what the printed Guide de Dungeon World will look like.
#dungeonworld
Anyone looking for a new player, pretty excited to play some #dungeonworld
Anyone looking for a new player, pretty excited to play some #dungeonworld
I had lots of fun tonight! So sad that Damian Jankowski had to leave early ;(
I had lots of fun tonight! So sad that Damian Jankowski had to leave early ;(
Originally shared by Kasper Brohus Allerslev
Tim Franzke, Wynand Louw, Damian Jankowski and I just played through this Dungeon I made yesterday.
This was excellent.
#dungeonworld #oneshot #roleplaying
A not-so-short overview of my first time DMing Dungeon World.
A not-so-short overview of my first time DMing Dungeon World.
Originally shared by David Lacerte
So I GM’ed my first Dungeon World game last Friday evening with a group of players completely new to the game – and mostly new to RPGs, too. Simply put, it was blast!
As soon as we were ready to begin, all in all, character generation, rules explanation, basic moves explanation and some Q&A took about an hour, no more. We ended up with a hammer-wielding Fighter, a Cleric, a Wizard (“I cast MAGIC MISSILE!” “I attack the darkness!” jokes were made, of course), a Bard and a Barbarian (just discovered that class, it’s so awesome).
It took the players only a very short fight to understand that you do NOT just say your move or pick the dice : you have to actually describe what you’re doing, it’s the GM’s job to map your description to an actual move. The players really liked that aspect of the game.
What happened during the game? Here’s the TL;DR version.
The PCs were hired, as they crossed a small city, to investigate missing miners at the local mine : they were given a guide to the mines. The entrance of the mine was guarded by a bunch of bandits who were looking to extort some money out of miners, not knowing that activity has ceased at the mine. After a quick chat, they attacked and before long, half the bandits were lying in their own blood and the remaining bandits fled, looting and nearly killing their guide while doing so. They brought the guide back to the village who drew a rough map of the mines. I figured the map could be incomplete and somewhat misleading (hehehe)…
Except my players were smarter than that! As they entered the mine, they noticed a bunch of papers the foremen had left on some table. “There’s surely a full map of the mine in those papers! The foreman would never be without one.” That made sense so I just smiled and gave them a full, to scale map – except that there was one extra corridor and room on the guide’s map : of course they headed that way. On their way, they heard voices and steps…
They were quickly ambushed by a bunch of goblins with bows. The party had very few ranged attacks (only the Bard had a bow and he was an Elf so I figured he could the goblins). Following a failure by the Cleric, they were flanked by another small bunch of goblins. It took the PCs quite some time to come up with a plan and the arrows kept coming! They backtracked and the wizard cast Invisibility on the Elf Barbarian, sending him ahead to attack the Goblins shooting them. That was a nasty surprise for them!
Fast forward a long fight – Goblins arms kept popping out of holes in the walls, strangling them, hitting them, clawing at them, disarming them – it all climaxed with a fight against an Ogre while the whole party was very low on HP : the Cleric must’ve failed at least three healing spells, if not more. Result? Another Ogre came their way! They managed to (painfully) get rid of those.
They ended up in a room with a Demon sitting inside a summoning circle. He told them he was summoned there to himself summon a very large army of lesser demons to conquer the world. He looked tired, really, and pleaded with the PCs to kill him since he could not leave until he had summoned a million demons. There was much discussion : could they trust him? Could they take the chance to leave him there, summoning such a large army? The Barbarian took it – as well as his axe – into his own hands and raised his blade to behead him. As soon as the blade crossed the circle, all hell went loose, quite literally : a massive army of hellhounds, quasits, fire demons and many more were freed, as well as the demon in the circle. The game ended with the PCs hiding under a hay stack that served as bed for the Ogres (don’t mention the smell) while the imprisoned miners were slaughtered and the town guards barely managed to close the gates.
—————————
Whew! That wasn’t so TL;DR after all.
Things to improve on, next time :
– Make sure everyone gets the spotlight. The wizard, for instance, was a bit more quiet than the other players and could pretty much only cast Magic Missile. I should’ve given him more opportunities to Spout Lore.
– Follow through with consequences. During the fight with the Ogre, the Barbarian had a failure and the Ogre slammed him into the ground, raising his mace high above his head. I asked the Fighter, who was nearby, “What do you do?” He chose to attack the goblin who was harassing the wizard, bard and cleric. I should’ve had the Ogre simply hit the Barbarian but instead went around the table a few times before someone finally decided to give the Barbarian a hand. Ugly choices, y’know?
– Rethink partial successes and failures. I had to stop quite a few times and think really hard about what could happen to them inside a mine. I had a few good ideas (the walls being full of tiny holes for goblins to harass people who passed in the corridor was pretty good, I think) but sometimes I only reused the same ones – players getting tackled and thrown to the ground were too common, for instance.
But, all in all, we had a great time and the players really enjoyed the experience.
#dungeonworld #rpg
Actual play/Play-test report from my Gothic Horror Supplement.
Actual play/Play-test report from my Gothic Horror Supplement. The goal of this supplement is to introduce horror elements into #DungeonWorld in the vein of a certain campaign setting.
The main thing this supplement adds are rules for fear. I’ve posted these already but I’m re-attaching them here for anyone who hasn’t seen them.
The other major addition is Roles which are like compendium classes that are taken at character creation. They help make the standard character classes function like the characters from Horror fiction. These are still in development.
Last night I got to try out two of the roles: The Scarred and the Tainted. The Scarred is effectively a vampire hunter, able to pull monster killing tools out of his pockets based on a limited pool of resource called Vengeance. daniel colwell played Bartleby, Scarred Fighter. Bartleby’s massive long sword glows in the presence of his hated enemy, vampires, but for now his tragic past is clouded in mystery.
The Tainted is my least developed Role. It is an attempt to capture the nature of characters who are monsters, like Angel from Buffy the Vampire Slayer. They get the ability to use monster moves at the cost of sacrificing Courage (a new stat used to track… uh… courage). Christopher Kidner played Sanguinus, Tainted Paladin. After a little talk we decided he was a Death Knight. As a member of his order who had fallen into sin he has been brought back from the grave to fulfill some mysterious purpose.
After set up and choosing classes and Roles I started things up using Adam Koebel’s starter posted earlier that day:
“You’re in the middle of the street. There’s a carriage overturned nearby and two dead horses. Someone is bleeding to death nearby. It is very important that this person does not die. There are people around you, shooting arrows at you. It is obvious they want you to be dead, yourself. Only the ruined carriage is protecting you. It is on fire.”
Who is trying to kill you?
Who is the dying person?
Who paid you to keep them alive?
Where are you?
and, as always, what are you going to do?
We established that they had been hired by House Illan to keep a Dr. Guillermo safe. Dr. Guillermo’s daughter, Mina, had married into House Illan and had been infected with vampirisim and only Dr. Guillermo could save her. The people trying to kill them were a group of reinfileds enthralled by The Vampire Conspiracy that has been worming it’s way into the city (good thing I’ve been reading #nightsblackagents ).
First thing our heroes did was have one of the players push the burning carriage as moving cover while the other one moved the doctor. They got the carriage into a position where they could escape down and alley and when the fighter aced his defy danger roll to turn the burning carriage on its side and block the alley I decided that I needed to up the stakes. Mixing the ideas of Spring Heeled Jack with Punchinello I described the unknown assailants as leaping across the street on strange spring loaded stilts. I gave a brief image of motley clothes and hook nosed masks caught against the moon before the Paladin made a Lay On Hands to heal the doctor. Now I had set up a clock for the doctor’s bleeding out, but Sanguinus aced his roll and so I said that the doctor had stabilized, but was still weak and needed help to move. Sanguinus decided that it was best to retreat to the sewers as their assailants were still taking shots from the rooftops. He used his Inhuman Strength (one of his monster moves, courtesy of his Tainted status) to throw the manhole cover off and they made it into the sewers.
After discovering that they were being followed Sanguinus and Bartleby decided to lay a little trap. Christopher Kidner did amazing work here, taking up a pencil and adding to the map a little alcove for Bartleby to hide in while he went on with the lantern. Bartleby Defied Danger with INT to hide and got a 7-9 so he was able to jump out after the crowd had passed (and not into the middle of it) but he had the attention of whole crowd who saw him coming. But he went at it like a true vampire hunter and aced his Hack and Slash roll killing the first of the vampire thralls and only taking minimal damage from the others.
Meanwhile Sanguinus came at them from the other side and laid into them with with long sword as well. The heroes made short work of the first couple of renfields and when one of them revealed himself to be a minor vampire Bartleby made his first fear role. He got a 7-9, so he didn’t panic, but his Courage went down by one. When the Vampire made for the doctor, Sangunius used his Cold of the Grave (another monster move from Tainted) to freeze the water in the sewer they were able to trap the vampire’s strange spring-stilts in ice, as well as their own legs. But, they managed to smash their way out, even though the noise alerted… something deep in the sewers. Cue vampire dispatching, running from tentacled beasty and brief fight ended with a flask of oil (one of my preferred ways to tie up any disagreement).
We stumbled around for a little while after this. I could have continued the chase sequence with more bad guys, but that felt lame, so we got to the textile mill, owned by the Illan family, where Nazir Illan awaited them with Mina. We fumbled around while I struggled to introduce a decent conflict, but eventually we got everything settled. The vampires were coming and the good doctor had only a matter of hours to cure Mina. There was talk about how to get the doctor up and running as he was still weak from his ordeal. We talked about going to get help when daniel colwell had the brilliant idea to just use a healing potion.
With that problem solved I had the attack of more punchinellos commence. Sanguinus looked out the window and I took the opportunity to say there was some horrible lumbering shadow, being dragged in chains by more punchinellos up the road, but that it couldn’t be seen clearly. Three of the little bastards burst through the upper windows and Bartleby took them all on by himself, holding his own and simply gritting his teeth through the damage. Meanwhile, Sanguinus decided to take one of the huge bales of cloth and throw it at the lumbering figure using his Inhuman Strength. He did so, and scattered the Punchinellos dragging the thing, but the monster caught the bale and revealed itself to be a warped and twisted flesh golem, powered by arcane electrodes mounted all along its spine. This triggered our second Horror roll, which Sanguinus did fine with, despte having burned a lot of his Courage on monster moves. It threw the bale back and crashed the door of their safe house in.
During this time Bartleby used his I’ve Waited for this Moment, a move that lets the Scarred retroactively declare traps to capture the Punchinellos in a tangle of cloth.
By this time the electric flesh golem closed the distance to Sanguinus who failed a Defy Danger roll to get inside its reach. It did its damage and pinned him to the ground before charging up with electricity. Sanguinus tried to get away by opening a vat of dye (to short ciruit the charge) but failed the defy danger roll. He got caught in the blast, but so did the monster and Bartleby was able to finish it, even though the body started to heat up as it prepared to explode (!) Sanguinus used his inhuman strength to throw the smoldering corpse at the remaining punchinellos who scattered and fled.
Our heroes ended the evening in desperate need of healing and looking for a safe house both from the Vampire Conspiracy and the city watch. Even with House Illan’s protection they can’t be safe from both.
Over all the fear rules seemed to work well, though I never got to see anyone break under the pressure of horror. I tried to strike a fine balance between Heroic Fantasy and Horror. Castlevania, Ravenloft, and Hammer Horror moves are what I’m striving for. The Heroes need to wrestle with fear and have it wear them away as people, but they still rise to meet it. The Roles saw lots of usage and colored the fiction well, but I really need to see more of the Horror Rules in play. So that is what I’ll be looking to focus on next time.
If anyone is interested in helping out with a play-test I’d love to hear what happens at your game table!
Just something for fun – anyone here seen the anime Attack on Titan? If so, you might enjoy!
Just something for fun – anyone here seen the anime Attack on Titan? If so, you might enjoy!
Originally shared by Joe Banner
Just something I’ve made up for fun for #dungeonworld – should be familiar for anyone who’s watched Attack on Titan…
One of the things that I’m loving about the plethora of Dungeon World playbooks is the constraints.
One of the things that I’m loving about the plethora of Dungeon World playbooks is the constraints. When we kick off a session, and select the playbooks, I like to look and ask myself “How will this collection of playbooks make the world different and unique?”
In last night’s session, the world only had fairy magic. No other magic. It is very likely that the only healing spell is from the Fae:
Wish
When you grant a mortal’s wish, spend 1 Boon and roll +Wis. *On a 10+, you may choose up to 3. *On a 7-9, you may choose up to 2.
• The wish seems to give them what they want.
• The wish gives them what they need.
• You may choose whether the wish later brings them misfortune or not.
• You choose whether the wish has an immediate unpleasant side effects or not.
We’ve had a session with the Engine of Destruction, Mutant, Earthling, and Priest. Gods and technology, but no arcana.
In essence, I’m saying “What if the playbook power sources are it?”
You can find reference to the playbooks here:
http://takeonrules.com/2013/05/06/dungeon-world-playbooks/
If you want me to add one, let me know (I don’t possibly know of all of them)
#DungeonWorld
Since playing the #GrimWorld #Necromancer on Saturday in David Reichgeld s game, I started thinking about my…
Since playing the #GrimWorld #Necromancer on Saturday in David Reichgeld s game, I started thinking about my first custom moves:
Dead Duet
When you Raise the Dead, you can raise two corpses instead of one. These corpses have to be one size category smaller than the corpses you normally are able to raise and deal each one die category less damage (d4 instead of d6).
The Three Corpseteers
Requires: Dead Duet
You are able to raise three corpses under the same requirements as Dead Duet.
What do the senior #DungeonWorld designers think?
Summon: Tim Franzke and Trenton Kennedy for feedback.
I’m dropping two RPG newbies into #DungeonWorld this Saturday, and can’t decide on an adventure.
I’m dropping two RPG newbies into #DungeonWorld this Saturday, and can’t decide on an adventure. I’ve already run Ungu, Drazhu, Indigo, Dosadaemon and even adapted something from Vornheim. I’m contemplating Purple Worm Graveyard, as it would be less deadly than Sersa Victory ‘s Black Plume Mountain
Does anyone in the tavern have a new favourite module they would recommend? I generally don’t like “starters” (the ones with impressions, etc) as they work better with established players. I need an adventure which will throw them into something exciting but not demand me to improvise as much, as I’ll be explaining rules and encouraging player improvise more.
I bet Grim Portents Zine issue #2 will have something perfect, but after I run this one.
A preview of the Italian edition: the Druid sheet!
A preview of the Italian edition: the Druid sheet!
Originally shared by Narrattiva
Un’altra piccola anteprima anche oggi.
La scheda di #dungeonworld del Druido.
Continuate ad aspettarvi altre novità nei prossimi giorni!