Has anyone made an .xml file containing all moves in the game, or should I just retrieve this info from Github?

Has anyone made an .xml file containing all moves in the game, or should I just retrieve this info from Github?

Has anyone made an .xml file containing all moves in the game, or should I just retrieve this info from Github?

OK, it seems I can’t share posts here from my site Partial Success, so I’ll have to do it posting as myself:

OK, it seems I can’t share posts here from my site Partial Success, so I’ll have to do it posting as myself:

OK, it seems I can’t share posts here from my site Partial Success, so I’ll have to do it posting as myself:

So, I had this idea about randomized dungeons that I intended to work out. It’s basically a way to make a randomized adventure with beer coasters. I need help finishing this project, because I’m all ideas and often very little action.

If you have anything to contribute, it’ll be greatly appreciated. I plan on making a pdf containing everything needed to make this project work, and I’d be happy to hear your thoughts on it.

It was originally meant to be made for Dungeon World, but I figured it’d be a lot easier to make system-neutral.

Read about the concept on my blog. And I’m dead serious; I want to see this project through, and I want to use it for pick up games using Dungeon World.

http://partialsuccess.wordpress.com/2013/05/06/random-dungeon-tiles/

The Blood Bow

The Blood Bow

The Blood Bow

This bow was originally crafted for an ancient, unknown vampire lord, whose unlife was cut short by a travelling band of adventurers. While the bow does not use ammunition, it draws on the blood of its bearer to create it’s arrows.

near, far, +2 damage, weight 1

Whenever you volley with this bow, take 1 damage, ignoring armor. You can not spend ammo on a 7-9 result, but you may choose to take +1d4 additional damage, ignoring armor.

One-shots; I’m trying to rap my head around this concept.

One-shots; I’m trying to rap my head around this concept.

One-shots; I’m trying to rap my head around this concept. I’m terrible at them, in the sense they aren’t exactly one-shots. I never conclude them in the first session.

DW is a very free system, and one-shots do seem to require pretty clear goals before the game starts. I’m not exactly sure how to roll with it, but after the characters have been introduced and questions are asked, the players should pretty much be able to say “Bad guy X is going to do Y unless we do Z”.

It just feels wrong to stage things like that to me. I guess I never truly left the sandbox in kindergarten.

What to do? I really want to able to conclude a one-shot session in one session!

Lol, just realized something about the Recruit special move.

Lol, just realized something about the Recruit special move.

Lol, just realized something about the Recruit special move. All the options for taking +1… You can lie through your teeth! You’ll get better rolls, but the hirelings ain’t going to be happy when they figure it out.

Would actually be pretty funny in practice. I can imagine a game, where a lot of the effort in having the hirelings is to make sure they don’t figure it out.

Also, if you have an evil streak, you can just kill them when they have lost their usefulness. Or use them as monster bait. As long as you don’t have to uphold your end of the bargain 😉

Best. Day. Ever! There’s no emoticon expressing what I’m feeling right now. I’m in a state of mad joy. Rargh!

Best. Day. Ever! There’s no emoticon expressing what I’m feeling right now. I’m in a state of mad joy. Rargh!

Best. Day. Ever! There’s no emoticon expressing what I’m feeling right now. I’m in a state of mad joy. Rargh!

I just came across a contest called “The One Page Dungeon Contest”.

I just came across a contest called “The One Page Dungeon Contest”.

I just came across a contest called “The One Page Dungeon Contest”. Basically, it’s a contest about making an adventure that fits a single page, and it has to be system neutral. Unfortunately, it ends today, so I can’t join in, which I really wanted to.

It did spark my interest however. I was thinking on a way of using this in a random dungeon style, based on this entry by I found on Dyson’s Dodecahedron:

http://rpgcharacters.wordpress.com/2013/04/28/one-page-dungeon-by-esophagus-brood/

Basically, the party is supposed to wade through a jungle in the above adventure, and they will inevitably encounter some bad stuff there. The encounters are random however, you roll on a table to see what you have to fight/overcome.

I thought about using this approach for one-shot games, meaning that instead of having a finished dungeon, you just roll to see what is in the next room. Every time you enter a room, you mark it off on the list, so that if you roll the same room again, you skip downwards on the list, until you get to a new room.

This allows the list to be longer than the number of sides of the die you roll. You could have 15 rooms and still only roll a d8. The higher the room number, the further into the dungeon it is.

As the party progresses, a map is drawn over the dungeon. The dungeon would be created randomly, but I just thought it could be fun to try out at some point.

Soooooo.

Soooooo.

Soooooo… Misses on Aid or Interfere… How do you deal with them? It’s one of those times where I want to make soft moves on the players.

I fear making the move too hard discourage team work. How do you guys deal with it? I feel aiding is “too risky” in this game, especially if you only get +1 from bonds, and to some extend even +2, the latter still having a solid 16.7% chance of resulting in a miss, and a 41.7% chance of having unwanted side-effects.

All in all, there’s only a 41.7% chance of helping your body out, and even then, if he had a +2 bonus to the roll (now +3), he still has a 8.33% chance to get a miss, which in experience crops out nine times out of ten…

Not to sound like a total fanboy or anything, but something I’ve grown to love about the *World system and it’s…

Not to sound like a total fanboy or anything, but something I’ve grown to love about the *World system and it’s…

Not to sound like a total fanboy or anything, but something I’ve grown to love about the *World system and it’s focus on the conversation over narrative is that it actually uses OOC knowledge to invest the players in the game.

In most other games, the GM chapter often has quite elaborate sections about why meta-gaming should be avoided, and it’s often accompanied with advice on how to do so.

The “setup phase” for the play-by-post game I’m in has just ended, and we’re about to start actual play. I know a lot of things about the other PC’s that Roklo, my six-armed White Ape Wizard, doesn’t have a clue about yet.

I really like that, because now I’m interested in those characters and their goals, and I want to see them conquer their challenges as much as I want to defeat my arch-nemesis Breko, whom they know of only out of character.

Meta-game knowledge is a tool like everything else. Just as you wouldn’t use a hammer to straighten glass, you should use meta-game knowledge as an in-game motivation. It’s all about using what you have, when you can use it for something great.

I just wanted to get this out there.

DISCLAIMER: I do not mean that the *World system avoids narrative, rather it ignores it and lets the conversation shape it.