So playing this game again I’ve noticed a few things I seem to be better at and one of those things is thinking of…

So playing this game again I’ve noticed a few things I seem to be better at and one of those things is thinking of…

So playing this game again I’ve noticed a few things I seem to be better at and one of those things is thinking of Fronts in different ways. For example I feel I’ve always had a problem with Place of Power and Underground Instincts. Be controlled or tamed, and defend the terrain from outsiders respectively.

Until I looked at it a different way. For example in my campaign I thought the Great Forest was a place of power but instead of the bad things happening because it wanted to be tamed, it happens because its not tame anymore(the protectors of the forest were all killed. And the same with the Centaurs instead of the fronts being about defending something thats already defended which I feel doesn’t give to many options for Impending Dooms, their goal was to get into a position where they could defend the forest and the impending doom is that they are the only defenders.

I think its interesting to look at Instincts and Fronts in a different way if your struggling with some of them.

So Im finding that players dealing damage is really weirdly deflating.

So Im finding that players dealing damage is really weirdly deflating.

So Im finding that players dealing damage is really weirdly deflating. For examply you suceed on hack and slash but the player has d6 damage and rolls a 2. Just sometimes doesn’t feel right a lot of the time. I know i can’t do you kill them inatantly since that would take out the tension vut there must be a better inbetween.

What do people do when players are journeying or exploring a completely new area that you haven’t prepped for or…

What do people do when players are journeying or exploring a completely new area that you haven’t prepped for or…

What do people do when players are journeying or exploring a completely new area that you haven’t prepped for or don’t really know much about yet?

Do you just randomly pick monsters for them to encounter or interesting terrain? Do you always ask them questions about what they know of the area and put things in from that? Do you just randomly roll on a table?

So I have a barbarian in the party and I’m struggling to find questions to ask her that will add to the world as it…

So I have a barbarian in the party and I’m struggling to find questions to ask her that will add to the world as it…

So I have a barbarian in the party and I’m struggling to find questions to ask her that will add to the world as it is, because the barbarians thing is that they don’t really belong in that world, that they come from somewhere else. 

Also her appetites are Mortal Pleasures, and Pure Destruction. What kind of things would allow her to roll the dice in pursuit of these because pure destruction is interesting, I’ve ruled that I don’t think killing people is exactly that so I didn’t have her roll it for that but I could be wrong. 

Played with a bunch of friends who are new to roleplaying and it was great.

Played with a bunch of friends who are new to roleplaying and it was great.

Played with a bunch of friends who are new to roleplaying and it was great. And you lot were totally right, its better to have something that you can ask questions on then try to make the world together I feel.

We started with the players on a boat going into a port, Barbarian, Ranger, Druid, and Wizard. I asked the question what they were doing there and what was the boat smuggling. The Wizard they said because she is the last one and the empire wants her. Brilliant!

The ship was called Nigel and the captain was a woman?(the gender seems to be going to more neutral) called Nigel. The barbarian was her bodyguard. The port was a notorious smuggling place but today the Empire had guards running towards them with a warrent for The wizard.

So yeah trouble ensued but eventually the players were able to kill and get rid of some guards. There was a cool moment where 3 who were kind of the Wizards side were going against Nigel and the barb had to choose whether to help them take over the boat or not and dhe chose the middle option of them staying. Nigel decided he liked the idea of there being more wizards out there so they went to the forest where the rest picked up the wizard before.

I liked the characters were a bit different, the barbarian parlayed a lot. The Druid was pretty agressive. The Wizard seemed kind of alright with being captured. And the ranger is very protective.

Do you ever get this problem?

Do you ever get this problem?

Do you ever get this problem? Going to start a new Dungeon World campaign with my firends and I have a million ideas I want to try, do I just do traditional megadungeon? Do I do noir style city campaign? Do I go totally weird? I have no idea…how am I supposed to make a first session when I want to make 10 first sessions. And the players are not helping there like, we are ok with anything. 

Thinking of adding Beliefs and Inatincts from the Burning Wheel games to DW but not to sure on the reward for it and…

Thinking of adding Beliefs and Inatincts from the Burning Wheel games to DW but not to sure on the reward for it and…

Thinking of adding Beliefs and Inatincts from the Burning Wheel games to DW but not to sure on the reward for it and whether instincts would work.

For those who don’t know Beliefs are what a character believes and if they play that they get rewarded and the GMs job is to bring in things that challenge those beliefs. Instincts are things that that the player wants to get around like always having a sword out in danger. Burning wheel rewards you for having this instinct causes you trouble.

So I feel this could add a lot more RP to DW. But a good reward is the thing. XP is an obvious choice but if they are doing these things every session could level up to much. +1 to a roll could be interesting and its close to the reward that BW gives you.

What do others think? Do you think it would work in DW?

The one thing that I sometimes sgruggle with is Fronts that are for facrions that are directly opposed to one…

The one thing that I sometimes sgruggle with is Fronts that are for facrions that are directly opposed to one…

The one thing that I sometimes sgruggle with is Fronts that are for facrions that are directly opposed to one another, for example in a city where two factions battle it out for the throne. You can’t be neutral and you can’t advance one without it affecting the other. Have people got a good way to get around this?

A few perilous journey moves for a dungeon or even mega dungeon.

A few perilous journey moves for a dungeon or even mega dungeon.

A few perilous journey moves for a dungeon or even mega dungeon.

When exploring the dungeon not knowing where you are heading assign Scout, Dungeoneer, and Quartermaster.

Scout Roll +Wis on a 10+ you do not get ambushed and you find somewhere significant or a secret area, your choice . On a 7-9 you choose 1 of those options

Dungeoneer Roll +Int on a 10+ you do not get lost and you do not get surprised by any traps. On a 7-9 you have to choose 1 of those options.

Quartermaster Roll +Int on a 10+ you do not consume more rations or torches then you need. On a 7-9 choose either rations or torches, you have used more of those then you would of liked.

When you are trying to get to somewhere you have been before but you haven’t placed on the map Assign Scout, Mapper, and Quartermaster.

Scout Roll +Wis on a 10+ you do not get ambushed by any monsters and you can quickly find your way again when you get lost. On a 7-9 you choose 1 of those options.

Mapper Roll +Int On a 10+ you manage to go around the dangerous part of the journey and can put the location on the map. On a 7-9 choose 1 of those options.

Quartermaster Roll +Int On a 10+ you have used as many rations and torches you would of expected to use. On a 7-9 you choose either torches or rations, you have used more of that then you would of liked.