james day’s post on DW one-shots below got me thinking: What would be some good concepts for a procedural/episodic…

james day’s post on DW one-shots below got me thinking: What would be some good concepts for a procedural/episodic…

james day’s post on DW one-shots below got me thinking: What would be some good concepts for a procedural/episodic DW game?

I’m envisioning a game in which:

– every scenario could be wrapped up quickly (1-2 sessions)

– every PC can be assumed to be part of “the team” from the get go

– you don’t have to establish motive or why the PCs would be involved; that’s assumed by the nature of the concept

– PCs can swap in and out easily, without having to explain away why they aren’t here for this “episode.”

Like the better serials, certain “episodes” could and should reveal a larger overarching plot and events from one episode should have impact on subsequent ones (even if the same PCs aren’t there).

PITCH SOME CONCEPTS.  GO!

Adventure Starter I wrote up, based loosely on the old Conan comic “Devil-Wings Over Shadizar” by Roy Thomas & Barry…

Adventure Starter I wrote up, based loosely on the old Conan comic “Devil-Wings Over Shadizar” by Roy Thomas & Barry…

Adventure Starter I wrote up, based loosely on the old Conan comic “Devil-Wings Over Shadizar” by Roy Thomas & Barry Smith.

I used this for what I think was the first DW game I ever ran. I’ve been meaning to pretty it up and post it for a while; thanks +David Benson for giving me the impetus.

https://drive.google.com/file/d/0B0lFq3ECDQDQeTkxMjd5WnVxMWc/view?usp=sharing

So you know how in old school D&D you got to name level and started a stronghold and the game changed on you?

So you know how in old school D&D you got to name level and started a stronghold and the game changed on you?

So you know how in old school D&D you got to name level and started a stronghold and the game changed on you? Has anyone written up anything like that for DW?  Or thought about what it might look like?

I know I’ve seen folks talk about assigning bonds to NPCs.

I know I’ve seen folks talk about assigning bonds to NPCs.

I know I’ve seen folks talk about assigning bonds to NPCs. Those of you that have done so: what (if any) mechanical effect did the bonds provide? (Aside from resolving bonds fo XP during the End of Session move.)

Just found this in my “bestiary” notes from my last campaign:

Just found this in my “bestiary” notes from my last campaign:

Just found this in my “bestiary” notes from my last campaign: 

Rocket Sparrow

Odios (wizard): “They fly without wings. You don’t want to be on the trail of those things.”

Guyver (artificer): “My people have tried to tame the rocket sparrow. It will know no captivitiy.”

(That’s all I’ve got.)

Andy Hauge’s last post got me thinking this would be a fun game: GM’s, what’s your favorite hard move you remember…

Andy Hauge’s last post got me thinking this would be a fun game: GM’s, what’s your favorite hard move you remember…

Andy Hauge’s last post got me thinking this would be a fun game: GM’s, what’s your favorite hard move you remember making? 

Today/tonight in DW: the PCs killed a bunch of mutant goblins and mad orcaster leader. Then they harnessed a rift in…

Today/tonight in DW: the PCs killed a bunch of mutant goblins and mad orcaster leader. Then they harnessed a rift in…

Today/tonight in DW: the PCs killed a bunch of mutant goblins and mad orcaster leader. Then they harnessed a rift in reality, the heartwood of a treant, and the wizard’s own accidental link to the Elemental Green to destroy an ancient mutagenic stone using a purification ritual. 

Then they went to stop the fanatic druids from ritually sacrificing a bunch of townsfolk in order to rebury the town and the ruins it was built on in a tidal wave of plant growth.  Negotiations went south, forest yeti attacked, and the PCs only succeeded when the wizard merged himself into the lifeforce of the druids’ sacred tree and become their god-thing.   

So the town is (mostly) saved, the wizard is lost, and druids have been put in check.  Three threats have been put down, one of them just one grim portent away from its impending doom.

Meanwhile, an ancient construct wanders away from the ruins, instilled with the intellect of a ages-old war criminal that the PCs unwittingly released. 

Ah, Dungeon World.