Does anybody have a guide or some good tips for writing good bonds?

Does anybody have a guide or some good tips for writing good bonds?

Does anybody have a guide or some good tips for writing good bonds? This is something I’ve seen players struggle with, and the best advice I can think to give them is:

‘think of what might cause conflict in your relationship’. 

DISCLAIMER: This is unrelated to dungeon world specifically. It is super long, and about rpgs in general.

DISCLAIMER: This is unrelated to dungeon world specifically. It is super long, and about rpgs in general.

DISCLAIMER: This is unrelated to dungeon world specifically. It is super long, and about rpgs in general.

I just wrote out my ‘house rules for all rpgs’ this is important because I play a lot of roleplaying online and I’ve played with  power-gamers, manipulators, a brony, a drunk lady, as well as some really solid players as well. However, this is something I want out of the way right away.

I’m not sure if I’m missing anything or how relevant all of this is, but I’m gonna throw this long thing here in the hopes someone reads it through and gives me their opinion on it. Thanks.

1. I want everyone to be comfortable. Including myself.

a. I run a pg to pg-13 table.  This may not suit your tastes, but it’s not going to become any more adult. I prefer to keep promiscuousness and sexual themes out of my games, but I do describe some gore and intense violence.  That being said, I would like to implement the ‘x’ card. If at any time the mention of anything makes you uncomfortable, either say ‘x card’ or touch it in the middle of the table. We don’t ask you why it makes you uncomfortable, we just edit it out of the game. There is a huge document here:(https://docs.google.com/document/d/1SB0jsx34bWHZWbnNIVVuMjhDkrdFGo1_hSC2BWPlI3A/edit#) about it if you have any more questions. It’s as much for me as it is for you.

2. We are here to have fun and to collaboratively make a world of fantasy and wonderment. We play to find out what happens.  We all decide on a setting, and we stick to it. If we want space knights of the round saucer, sure, but that means we’re playing a very different game from traditional D&D. If we’re playing traditional D&D, no space aliens. 

a. Inappropriate Reasons to Play:

i. To beat Jimmy. (one-up-man-ship is never fun. Friendly competition can be.)

ii. To build the most powerful hero ever.

iii. To amass fortunes or level the fastest.

iv. For the lolz. Funny moments happen, but doing things ‘just cuz’ is unacceptable. If you’re bored go play a video game and leave this to us.

Note: as long as the story comes first, you can still prioritize some of these things. It’s when they are your singular goal to the exclusion of all else is when we have an issue.

3. Rule Zero.  Kind of.

a. What I say goes. Up to a point. I will try to explain why I think that way, and what I’m going for and why I might rule differently than what the rules allow or what you want to do. I like to explain my thought process as I think tabletop role-playing is collaborative and fun, however I may not do it immediately. We can discuss the game cordially after we finish this encounter even if you think I ruined your favorite rpg. 

b. ‘The unwritten rule of tabletop Role Playing Games: 

The Game/Dungeon Master has the right to veto anything any player says, he has the right to change any rule or make up his own, he need not explain why he chooses to do these things.’ 

4. Begin and end with the Fiction. Don’t tell me. ‘I make an attack roll’. Tell me, ‘I attempt to slip between the ogres legs and slash at his kneecaps as I go by.’ Then I will tell you what to do mechanically.

a. Stolen Straight from Dungeon World: ‘Everything you and the players do comes from and leads to fictional events. When the players make a move, they take a fictional action to trigger it, apply the rules, and get a fictional effect. When you make a move it always comes from the fiction.’ Or in other words: the system is here to help us to make a story.

b. Or in other words, straight from the FATE system, the metallic rules:

The Golden Rule: Decide what you want to do, then consult the rules to help you do it.

The Silver Rule: Never let the rules get in the way of what makes narrative sense.

The Bronze Rule: You can treat everything like a character. 

5. The Rule of Cool…up to a point.

a. The Narrative comes first.(I sound like a broken record)  Every scene does not contain CGI explosions and epic matrix moments. Heart-wrenching death scenes are also a powerful part of role-playing as well.  When it comes to combat, the rule cool almost always applies. As long as it makes sense, I don’t like to say no to players. However, just because dragon-riding pigmen with tattoos are cool, that does not mean they should burst in when you are professing your love to the princess.

http://6d6fireball.com/rpg/of-coolness-and-idiocy/ This person talks about the limits of the rule of cool, and I agree with a good amount of what they’re saying.

6. Final thought: I Challenge My players, but I’m really their Fan

a. I think dangerous, I make things challenging, and there’s a chance you might die. However, it’s all an attempt to make you shine as characters, as players, and as people. I’m not here to one-up or crush your characters, but I don’t want this to be a cakewalk. It’s boring if you just hack and slash an entire dungeon without going below half health. If your PC dies I will try my best to make it awesome and having a lasting effect on the game world.  One of my players characters is enshrined for all time after turning to glassy diamond on a hilltop. Now let’s go have some fun! 

I’m in an amazing forum-based rolepaly that I’m loving.

I’m in an amazing forum-based rolepaly that I’m loving.

I’m in an amazing forum-based rolepaly that I’m loving. This is how my character used down-time before the seige. Should be great! 😀

OR: it’s the third post down in this link.

http://www.gotexp.com/d20/viewtopic.php?f=547&t=3190

Scarecrow 3/8 load 11/18 hp 

lv.1, 6/8 exp

Str: 9(0)

Dex: 16(+2)

Con:12(0) Sick (-1)

Int: 15 (+1)

Wis:8(-1)

Cha: 13(+1)

I followed this group of ragtag adventurers fairly easily. Even among the elves, I received word. And rumors tend to spread truth, and lies, quicker than anything else. My time as a streetlord in the southern metropolis of Seadell(C-dull) has made my adept at spinning half-truths into rumors. (added to the map. More details can be found there) I just had to follow the whispering townfolk. 

Additionally, a woodsman owed me a favor and helped me track them to the elves. 

From there, I was captured by a scouting party, but was able to convince the leader of the elves (as I did the rest of the party) that I am a bumbling fool. However, I was able to offer them ‘goods’ for trade from the city of Seadell upon my return, and whether I plan to follow up on that promise, it helped speed my travel.

I myself had heard of this group opposing the Empire’s control. I care little about Gods, and believed in none of them until today, however hopefully I can profit from this situation. 

I briefly talked with each of the members of this group of ragtag adventures, and tried to scope them out. They responded differently to charm, to stupidity, to grim seriousness, and to anger and at this point they most likely think I am addled. Just the way I like it. I prefer to be underestimated by my opponents if it ever comes to that.

They are more than they appear, and their true power, even if they don’t know it, is in swaying the minds of the people. I can use that.  😈 

We spoke of their situation. (I would love it if all of you players wrote down what you told me as we spoke. I will write down what I spoke to you about, and roll my ‘con-artist’ move to see if you are a potential victim for my schemes).

1. Haw. I treat you with respect and ask you reverently and solemnly about the Old Gods. You seem like a man I can’t afford to cross just yet. But, maybe I’ll get something from you yet…

 SCARECROW ROLLS SOME DICE

The questions you must answer are:

*How could I engage you in conversation?

*What are your current intentions?

*What do you value?

(check out the con artist move on my character sheet if you’re confused)

2. I treat the strange tattooed barbarian in the way he expects me too. I play the fool, and look closely to see if he will let down his guard.

 SCARECROW ROLLS SOME DICE

You must answer:

*What do you value?

3. Talia, gauntlet-wielding warrior of Aramoor, is more than a match in a fight. However, my wit may surpass hers…

 SCARECROW ROLLS SOME DICE

You must also answer the question:

*What are your current intentions?

4. Elric the Ranger is someone I can’t quite get a finger on… I will treat him with anger to see how he reacts. I will also try to find out all I can about him.

 SCARECROW ROLLS SOME DICE

Okay, I guess I don’t find much about him and something goes terribly wrong.

 SCARECROW ROLLS SOME DICE

Also, Elric get’s VERY suspicious when I start snooping around and I think I may not be the only one who is angry in this situation.

5. Glim is a very perceptive fellow. I met him as I walked through, and was one of the minstrels who saw me barter my way through the elven realm. He is not convinced by my acting, and I respect him: he himself knows the power of the spoken( or sung) word can have. I treat him as a friend, and try to improve my relations with him through wit and charm. I not only attempt to scope him out as a possible mark, but I attempt my own performance at the small glade he frequents in the forest, and bring with me gifts of fine ale and halfling pipeleaf, purchased with a few coins I pinched from the loot as it was divied up. Coin seems to come and go for me as quickly as I aquire it, so I make sure that Glim and his friends are well set up with ale, pipeleaf, and music.

 SCARECROW ATTEMPTS TO GATHER STUFF FOR GLIM FOR HIS FESTIVITIES

If I have the money, I will add a carouse roll. Whatever money I receive will go straight to this. I’m a blow it all kinda guy, and I want to make my friend Glim very comfortable. 

[roll=Scarecrow Gets this party Started?]

Scarecrow rolls: 2d6+1

[2d6:6 + 3] + 1 => 10

Notes: Corouse

Roll ID: 55e0d0779ba08

[/roll]

I’m a big spender: so whatever money I get will go straight towards this carouse roll.

As I do all this, I look Glim up and down and try to figure out if he will ever be a good mark for me in the future. 

 SCARECROW ROLLS SOME DICE

Questions: 

*How much are you worth?

*What do you value?

*What are your current intentions?

Finally, I try to befriend this strange elf. He could be an important ally in the days to come. 

 SCARECROW ROLLS SOME DICE

————————————————————————————-

I am anxious to be off. Several of my street contacts have promised to meet up with me to give me important news of the south and discuss some possible business opportunities. but it seems unwise to leave this area at such a critical time for me. The army of elves, and this group will shape the events to come, I just know it. Additionally, I covet the valuable item inside the Fortress of Greymire. It would be most fortuitous if I was in a position to control this item that both sides so highly value. I will continue with these adventurers, and this army of centaurs, orcs and elves against the evil of the Empire. For the old Gods! (and erm, of course, me.)

———————

Who is Owen Grabert? Why should I trust him?

May I remove the sick debility and regain full HP after resting one of our nights? (I spend one night partying with Glim if I can) (I was only sick from fear, correct?)

Feel free to veto some of my stuff, and of course I don’t want my character to step on any other player’s feet, but I do want to play him as the conniving devil he is  😀  😆 

As for the fortress itself…

I want this to be epic and challenging. So my two imposing defenses are:

A moat with some sort of youngling beast just under the surface.

Boiling oil to be poured down from the walltop upon invaders.

Kind of a cool thing I made for my current DW roll20 campaign featuring the title I used to garner attention for it.

Kind of a cool thing I made for my current DW roll20 campaign featuring the title I used to garner attention for it.

Kind of a cool thing I made for my current DW roll20 campaign featuring the title I used to garner attention for it. 

I guess I was proud enough of it to share it with strangers on the internet 😛

How would you suggest running an ‘aura of hopelessness’ on a monster?

How would you suggest running an ‘aura of hopelessness’ on a monster?

How would you suggest running an ‘aura of hopelessness’ on a monster? I have a good idea of what I’m going to do when it comes up, but I am interested in seeing how other people would approach it.

An idea I was thinking about today, as I would love to lure the players in my pathfinder campaign over to dungeon…

An idea I was thinking about today, as I would love to lure the players in my pathfinder campaign over to dungeon…

An idea I was thinking about today, as I would love to lure the players in my pathfinder campaign over to dungeon world. (By converting their characters and their favorite parts of pathfinder.)

So that got my thinking about knowledge checks and spout lore.

What if every class had a list of ‘knowledge’ or ‘knacks/expertise’? Similar to the bardic lore bard move, but very much specialized.

A revised spout lore move could allow the player to tell us something about that area of expertise or knowledge if you have it. (I know many people house-rule this to allow full player input anyways.)

For example:

Fighter Bob has the knowledge: “Weapons and Arms”

Whenever he spouts lore on “Weapons and Arms”, he tells the party the information and how he knows it. Then, if it was a 10+ result, it’s fully true, on a 7-9 it’s partially true (GM tags on a ‘but….’) and on a miss you’re wrong and the GM will tell a witty story about what led you to believe false information in the past.

Thoughts?  Input? 🙂

Is there a  public draft of the collaborative world building involved in The Perilous Wilds?

Is there a  public draft of the collaborative world building involved in The Perilous Wilds?

Is there a  public draft of the collaborative world building involved in The Perilous Wilds? My understanding was that the tables were primarily for GMs, do you have a specific system in place for collaborative world creation? How are you going about it?

Thanks, Jason Lutes 

I just threw this stuff together just now, but I would like some feedback on these ‘homebrewed’ basic moves.

I just threw this stuff together just now, but I would like some feedback on these ‘homebrewed’ basic moves.

I just threw this stuff together just now, but I would like some feedback on these ‘homebrewed’ basic moves. I stole some from AW, as well as used some of the work on here as inspiration. Tell me what you think 🙂

Discern Realities

When you closely study a situation or person, roll+Wis. On a 10+ ask the GM or corresponding player 3 questions from the relevant list below. On a 7 9 ask 1. Take +1 forward when acting on the answers.

Situation

• What happened here recently?

• What is about to happen?

• What should I be on the lookout for?

• What here is useful or valuable to me?

• Who’s really in control here?

• What here is not what it appears to be?

Person

• Is your character telling the truth?

• What’s your character really feeling?

• What does your character intend to do?

• What does your character wish I’d do?

• How could I get your character to __?

If the person is another player character, instead choose one of the questions and ask the player this question about the relative topic, “What do you wish to share with me?” IF they choose to answer, they must do so honestly, and as a result, they mark XP.  On a 7-9, they may choose to ask you the same questions back.

Investigate (Examine,Search, etc)

When you have a moment to look for details in your surroundings, state what you are trying to find out and ask the GM one specific question about the discernible details of the subject of your attention (and inquiry).  They will answer your question, but may also reveal an unwelcome truth about them. 

And then, of course, regular ‘Spout Lore’