Should Drives/ Alignment Moves be positive, or negative?

Should Drives/ Alignment Moves be positive, or negative?

 Should Drives/ Alignment Moves be positive, or negative?

These are the EXP moves. Those ones if you fulfill give you an extra tick at the end of every session. Everything from Defeat a Worthy Foe to Destroy a Symbol of Civilization. Let’s look at it real quick.

Now what do I mean as far as ‘positive’ or ‘negative’? I mean, the immediate result of it.

For example, the Cleric has some pretty ‘negative’ alignment moves.

Good

Endanger yourself to heal another. 

Evil

Harm another to prove the superiority of your church or god.

Both will cause problems for the party, and usually, in dungeon world, you gain experience by ‘getting into trouble’, or ‘failures’ or ‘negative outcomes’. 

However, here are two  ‘positive’ alignment moves.  

Neutral

Teach someone the ways of your people.

Good

Help something or someone grow.

Immediate positive results, with plenty to grow off and many ways to interpret them.

Drives, which I am starting to prefer, just make the ideas more personal (to the character) and change the way they are categorized. Instead, that last move could be labled ‘Growth’. This means that the character is motivated by and values ‘growth’, instead of ‘goodness’.

So which wording is better?

a ‘positive’ wording for a drive could be:

Power

Use an arcane secret to expand your power.

while, a ‘negative’ wording for that same drive could be:

Power

Endanger someone to expand your power.

Thoughts?

TL;DR: I don’t think the mechanics of the clumsy tag match the fiction, and I think it should be changed or scrapped.

TL;DR: I don’t think the mechanics of the clumsy tag match the fiction, and I think it should be changed or scrapped.

TL;DR: I don’t think the mechanics of the clumsy tag match the fiction, and I think it should be changed or scrapped.

The Clumsy tag. 

Clumsy: It’s tough to move around with. -1 ongoing while using it. This penalty is cumulative.

-1 ongoing, to everything, seems like a pretty hefty penalty for wearing armor. I can see arguments for keeping the hero wearing it from moving quietly, from doing anything acrobatic or athletic, or crawling through tight spaces, but  I don’t see how wearing armor could interfere with ‘spouting lore’, ‘discerning realities’, or even casting spells unless you are extremely weak. But come on, they’re heroes! 

And what about weapons that are clumsy? It’s under ‘armor tags’ by why shouldn’t a war maul be clumsy?

‘ Reworked Clumsy’: It’s tough to move around with. You take -1 to your rolls when you try to  move quickly while using this item.  

What do you think? 

Have you used clumsy armor without ignoring the tag?

Just picked up my copy of The Perilous Wilds.

Just picked up my copy of The Perilous Wilds.

Just picked up my copy of The Perilous Wilds. Oh am I impressed. As for printing, what is the best format for doing so? I worry that the text will be too small if I print the spread format, but the other format is much more paper and ink intensive, and would honestly be pretty large. 

https://www.boardgamegeek.com/thread/1002934/house-rules-social-interaction-ripping-king-day-fu

https://www.boardgamegeek.com/thread/1002934/house-rules-social-interaction-ripping-king-day-fu

https://www.boardgamegeek.com/thread/1002934/house-rules-social-interaction-ripping-king-day-fu

Thoughts? Just found this. It looks like it has some promise, but could use some reinforcement and change. DO you do anything special for social interaction? Any custom moves? 

https://www.boardgamegeek.com/thread/1002934/house-rules-social-interaction-ripping-king-day-fu

Hello.

Hello.

Hello. Right now I am designing an open table campaign for possible running at a local game shop. Every session is a new adventurer that ends where it began. It’s supposed to be based around a single area where the PCs live and is meant to be flexible as to the cast of characters, yet players who come back can see the world unfold and have more control on how it goes. Here’s what I have so far, please critique and tell me what you think.

This place is a collection of buildings, tents and constructions.  It is a place of sights and sounds unmarred by the touches of civilization.  It is a place for digging and selling and living. You can see the people who will pass through, and the people who will stay, and soon you’ll see the difference.  One group is characteristically hurried, watching the position of the blue sun Azira and her 9 orbiting sisters. While the others take their time to haggle with the traders, the time to appreciate not just the time of day, but the way the shadows lengthen in one part of the camp. This place is many things to many people. To some, it is simply an outpost with clean water on the edges of the desert. To some, it is a place to sell their wares and find a worthy purchase among the hundreds of travelers from all across the 6 realms. But to all, it is called The Market. And to you, it is a home. What you all have in common, is that you come, seeking riches and adventure.  And here, in this place, you are sure to find it.

The Market is a bustling community of thieves, merchants, adventurers and mercenaries. It has anything a hero could ever need or want:  A half-dozen inns, a tent of mystics, a forge, a mill, a tanner, a Fletcher, a cartographer, and of course, the grand Bazaar.  The Market is located on many crossroads:  it sits on the border of, Umara, the Great Red Desert to the west and is split by the great Sajar River, running north to south.  To the east, the great Sea of Albahar stretches for miles and miles.

This campaign is an open-table campaign. Each week is a new adventure that ends in the players returning to The Market region of the world. Adventures may bring you past the borders of this region, but you always return. Whoever they were, whatever happened, these heroes live and make their homes in The Market and surrounding areas. For all intents and purposes:  it is the world. Players may come and go from the table, but when not adventuring, their characters are there in the background, many heroes making a living in their preferred occupation.  As a result, characters can also eventually come to own holdings and businesses as they accrue influence and notoriety among the various factions of The Market. 

   

Other Ideas:

• Adventure hooks can come from anywhere. Make it something tied to a character’s occupation or daily activity. 

• Mercenary-esque. Adventurers for hire, usually. 

• Rewards for being there. ‘Preparation points’(bolster move(?))? What can you craft, what deals can you barter in between adventures? What did your character do before the session, what will your character do after the session?  

• Occupations: http://hkcarms.tripod.com/occ.html 

• How did your latest adventures change the world. How do people react to your actions, your reputation?

• How is everything interconnected?

• The idea is to have stepping stones to every type of magic realm or fantasy setting. Arabian nights feel in the desert, pirates in the ocean, river bandits, elves in the forest,  orcs in the mountains, Dwarves in the tunnels, subterfuge with the thieves guild, etc. Have the players add to the world. 

• Players can have multiple heroes in the setting. It is easy to introduce more heroes, more citizens to The Market. There will always be another room for an adventurers.

• New economy system? Followers? 

I was thinking about collaborative role playing in dungeon world.

I was thinking about collaborative role playing in dungeon world.

I was thinking about collaborative role playing in dungeon world.  At the end of every session, players answer these questions:

Did we learn something new and important about the world?

Did we overcome a notable monster or enemy?

Did we loot a memorable treasure?

What if we used these questions for world creation or at the beginning of sessions. What If we asked players to:

Tell us something new and important about the world

Tell us about a notable monster or enemy (or NPC)

Tell us about a memorable treasure (You want)

I do like the idea of  players making cool decisions about the world. Players designing artifacts that they would like, enemies they would like to face and elements they want to include. 

What other meaningful ways can we end sessions and tie them into the next, or tie them into the world? How would the setting effect what was important at the end of the game? What is worth awarding experience for? 

Thoughts?