Rituals and places of power

Rituals and places of power

Rituals and places of power

I’ve only had one wizard use a ritual and was curious about its uses in your games. First off how lenient are you with “place of power”? Secondly, what did the wizard do and at what cost? The one example I have goes like this; the party was being attacked by an animated statue. Their piercing and slashing weapons could deal no harm and none had a blunt weapon. The wizard went several rooms away to a temple devoted to death. He cast a ritual that would make the statue brittle to any attacks. The cost was the party had to keep the statue busy for awhile and then lead it into the room where the wizard had painted a sigil on the floor.

The statue was tricked onto the sigil and started to crumble. Turned to rubble by the party.

Another thread brought up a topic about players becoming upset against moves made against them and this got me…

Another thread brought up a topic about players becoming upset against moves made against them and this got me…

Another thread brought up a topic about players becoming upset against moves made against them and this got me thinking. Because there is so many ways to use moves against players, has anyone else had issues with players becoming upset when faced with adversity in the dungeon? My players seem to thrive on these challenges but the other post made me wonder if I’m just lucky with my group or is there a subset of gamers that feel the gamemaster is gunning for them due to the unlimited troubles the gm can throw at them?

What is the most comical, tragic, unexpected or otherwise cool result from a monster’s move you have used?

What is the most comical, tragic, unexpected or otherwise cool result from a monster’s move you have used?

What is the most comical, tragic, unexpected or otherwise cool result from a monster’s move you have used?

Some ideas for monster moves from a dungeon crawl I’m working on.

Some ideas for monster moves from a dungeon crawl I’m working on.

Some ideas for monster moves from a dungeon crawl I’m working on.

The players enter a room with rats that have been feeding off of psychoactive mushrooms. The rats will swarm and have the following move: Scury under worn items. This will mean the players will have to strip off gear as tripping rats gnaw at them.

The players will enter woods that forest goblins are hunting in. Two moves for the goblins will be: disappear into woods and the second move will be Attack unseen from the woods. Theis will add some spice to combat as goblin snipers will need to be found in addition to the frontline brawlers.

Has anyone played out similiar moves and if so how did it play out?

How do you handle zero weight items.

How do you handle zero weight items.

How do you handle zero weight items. There are sure to be rule lawyers who will carry 100s of healing potions because they weigh nothing. I know the simplest answer is to be true to the fiction but what have you done about this. Has it even been an issue to anyone?

Looking for info on a good tablet to act as a home for my pdf of dungeon world.

Looking for info on a good tablet to act as a home for my pdf of dungeon world.

Looking for info on a good tablet to act as a home for my pdf of dungeon world. Must have a usb port since all my pdfs are on a zip drive. Any suggestions?

Ran my first game last night!

Ran my first game last night!

Ran my first game last night! Had 4players. 1of them had D&D experience the other 3 have only played Savage Worlds. Everyone liked the system. I as a gamemastet for over 25 years have

found a system that makes combat as epic and organic as I always envisioned it but yet could never really pull off when strictly following other game’s engines. Combat with DW is so freeing its going to be hard going back to a more mechanics driven game. I’d say DW was a complete homerun as far as my group is concerned.

Im looking forward to getting my savage world group to try dw.

Im looking forward to getting my savage world group to try dw.

Im looking forward to getting my savage world group to try dw. Looking over fronts, dangers and grim portents my question is this; does writing up an adventure this way really necessary? I’ve ran games for over 25 years and my adventures have always been open and molded by the players. Is this just a helpful set of tools for new gamemasters or is there hidden values in going by the book?