Crowdsourcing a little here.

Crowdsourcing a little here.

Crowdsourcing a little here… suppose you were playing a DW where everyone was from a small, somewhat isolated village in a “points of light” sort of setting.  No major civilizations nearby, just a couple towns a few day’s journey away and lots of dangerous wilderness.  Adventures would largely involve dealing with threats to the town & its people, so every PC should be tied to the village somehow.  Elves and dwarves and halflings etc might exist but are distant and foreign.

How would you change the classes to reflect this? One obvious way is to replace Race moves with some sort of Background move.  But what else would you change?  (I have ideas, but I want to hear from others.)

Also: any thoughts on handling “town advancements?” Like, ways to encourange & track & reward improvements the PCs make to the town or its surroundings? 

Thanks!

In which I advance a heretical opinion

In which I advance a heretical opinion

In which I advance a heretical opinion

As the GM, I always roll damage for monsters and other threats. I don’t have the players do it, and I actively think asking the players to roll damage is a bad rule. The only real reason to have players roll damage is so that you can say the GM never touches the dice, and that’s a pretty weak reason.

I have two main reasons for this opinion. First, rolling damage as the GM takes much less time asking the players to do so. Second, rolling damage for the world/monsters falls more clearly within my responsibilities than in that of the non-GM players.

Rolling Damage as the GM is Faster

Take this exchange:

GM: The gnoll smashes you with it’s massive flail. Take the best of 2d10+2 damage, forceful.

Player: Best of 2d10? So I roll 2d10 and take the better die?

GM: Yup.

Player (rolls): Ugh. 7.

GM: Did you add +2?  

Player: Oh, no.  9, then.

GM: OK, so it smashes you for 9 damage and the force of the blow sends you flying. You hit the ground face first, and are just coming to your senses as the gnoll comes at you again, swing it’s flail to smash you in the back of the head. What do you do?

vs.

GM: The gnoll smashes you with it’s massive flail. Take… (rolls) 9 damage. The force of the blow sends you flying. You hit the ground face first, and are just coming to your senses as the gnoll comes at you again, swing it’s flail to smash you in the back of the head. What do you do?

Yeah, players get better at this with time. But the fact is you need to communicate the roll to the players, they need to find the dice and roll them, communicate the damage back, and then you need to work the damage into your narrative. That’s always going to going to take longer than you just looking at your notes, rolling, and describing.

It’s More Clearly the GM’s Responsibility

Despite the principles of leaving blanks, asking qustions, being fans of the players, and leading/ending with the fiction, DW is still a pretty traditional game in terms of narrative responsibilities. The players portray their characters, make rolls for their characters, track their character’s HP and other resources, and answer questions about things their characters know or have done.

The GM describes the world, describes what the players see/hear/feel, portrays any NPCs and monsters. It’s the GMs job (part of their agenda) to fill the characters’ lives with adventure, and they do so by making moves.  The GM is the primary author of adversity in the game. As the GM, I might disclaim some of that responsibility or authority (“So, Ovid, just how did you screw up this spell? What’s that look like?”) but it’s my responsibility and authority to disclaim.

Except, as written, for rolling damage. Even though the players generally only portray and manage their characters and the resources of their characters, the game asks them to roll monster/threat damage. It’s the one spot in the game where they take real-world action on behalf of the adversity of the world. 

Now, you could argue that the players are rolling to see how well their characters dodge/roll with blow/etc. But the “b[2dX]” and “w[2dX]” annotations bely that; the best roll means the highest and the worst roll means the lowest. So that’s clearly best and worst from the monster’s point of view.

Think about every time you’ve introduced a new player (at least one with traditional RPG experience) to DW. Didn’t you have to explain it to them the first time you had them roll damage for the enemy? At least with a statement of “Yeah, in this game the GM never touches the dice.”  And they might not have noticed you weren’t rolling for the baddies up until that point. But the players rolling for the bad guys feels weird. That’s why it requires an explanation.  

Hell, I’ve even had a player look at me when I told him to roll damage for the orcs and say “No, I’m not going to do that.” He wasn’t afraid (like the book suggests). He just didn’t think it was his job.  And in my opinion, he was right.

OK, What’s Your Point?

Mostly: I don’t like the rule. I don’t play that way. And I felt like sharing. 

At the start of each session, I grab two of each die and I roll damage for my monsters and NPCs and environment stuff.  I roll the dice openly and in plain view, and I’ll explain what I’m rolling if anyone asks or is confused.

But also: I’m curious if anyone else does it my way. And I’m curious if anyone’s tried it my way and gone back to having players roll, and if so, why?

(Adrian Brooks) 

Some session logs for a game I’ve been running as friends’ schedules permit.

Some session logs for a game I’ve been running as friends’ schedules permit.

Some session logs for a game I’ve been running as friends’ schedules permit.

Related: anyone got any ideas for what the still-bleeding heartwood of a treant should do? 

https://drive.google.com/folderview?id=0B0lFq3ECDQDQdnI4VDlWOTVEUms&usp=sharing

Some of y’all might be interested in this fantasy heartbreaker I’m working on.

Some of y’all might be interested in this fantasy heartbreaker I’m working on.

Some of y’all might be interested in this fantasy heartbreaker I’m working on. Less “adventuring party” and more like “Apocalypse World in a fantasy setting.” 

Comments, questions, and feedback welcome!

Originally shared by Jeremy Strandberg

More content up for my PbtA fantasy heartbreaker: the Rogue & Templar. Plus some revisions to the moves and previous playbooks (Warrior & Sorcerer).  If anyone’s interested in playing, go for it!  If you know AW, I imagine you could run it as-is. 

Let me know if you do so!  Also, feedback & commentary much appreciated.

As I’ve mentioned before, this started as an exploration of a few mechanical ideas:

– Most moves are modified by fictional positioning rather than stats

– Stats (and Fate-like traits) are more like “tapable” resources

– Magic is based on sympathy, contagion, and true names, and require a lot of imagination from the players

– PC conditions enable associated with GM moves (like how threats in AW have moves associated with them)

Plus I added in some harm & inventory ideas I’d been tinkering with elsewhere, and decided to give each playbook a backstory questionnaire that would help define their starting relationships & their situations.

https://drive.google.com/folderview?id=0B0lFq3ECDQDQdkVSYzYyeFY1OEU&usp=sharing

Imagine a packet that included:

Imagine a packet that included:

Imagine a packet that included:

– A regional map, with names & locations

– Name lists (people, places, towns, ruins, groups, etc.) appropriate to the map

– Background moves (as replacement for race moves, or maybe just in addition to them)

– Variants of the core class playbooks, with updated with name, bond, look, and equipment lists by region; maybe slightly different moves, too, and space to write in a background move

– Lists of questions & impressions (like in a dungeon starter), sorted by locale

– Possibly: some monsters, items, & custom moves thematically linked to the map and impressions

 

At the beginning of a DW campaign, you’d show the players the map, hand out the playbooks, and commence building the world together. But the names, bonds, and gear, starting questions, etc. would be biased towards a coherent style, feel, etc.  Different packets would have different feels, themes, etc.

There’d still be plenty of blanks to fill in, but the packet would jump start a game in a particular direction.

Would you use something like this?  Pay for it?  Be interested in helping to make it?

As a player, would you take this move?  As a GM, would you like it or would it drive you nuts?  Any other commentary?

As a player, would you take this move?  As a GM, would you like it or would it drive you nuts?  Any other commentary?

As a player, would you take this move?  As a GM, would you like it or would it drive you nuts?  Any other commentary?

Secret History: When you tell the table a just-so story known only to your people, some or all of it is true–or at least true enough. The GM decides what.

(For context: it’d be for a character who was from a nomadic minority, like the Rom.)

A compendium class for #ClericWeek : The Initiate of the Sacred Order.  Comments & feedback welcome!

A compendium class for #ClericWeek : The Initiate of the Sacred Order.  Comments & feedback welcome!

A compendium class for #ClericWeek : The Initiate of the Sacred Order.  Comments & feedback welcome!

And here’s the first playbook for The War.

And here’s the first playbook for The War.

Originally shared by Jeremy Strandberg

And here’s the first playbook for The War

Honor? Pageantry?  The Glory of the Crown?  Save it for the nobles, son.  A soldier’s life is monotony and drill and misery, interrupted by moments of sheer, bloody terror.  And in the thick of it, you don’t push through for King and Country. You do it for the unlikely lads at your side.

That is why we fight, boy. Not for the glory. Not for the thrill.  But for each other.

More coming soon. 

Idea for #ClericWeek :  each potential deity domain gets a custom move that affects how a specific spell works.

Idea for #ClericWeek :  each potential deity domain gets a custom move that affects how a specific spell works.

Idea for #ClericWeek :  each potential deity domain gets a custom move that affects how a specific spell works.   

Examples: 

Healing & Restoration: when you cast cure light wounds, you can choose to purify the recipient of a mundane disease or poison instead of healing HP.

Bloody Conquest: when you cast magic weapon, the weapon gains the messy tag.

What ideas do you have for the other domains? (or for additional domains you make up)

GO!