This one also goes for you guys :)

This one also goes for you guys 🙂

This one also goes for you guys 🙂

Originally shared by Acritarche

We have a Dungeon World game with Kasper Brohus as DM and Eric Nieudan and me as player on the 25th of april. We are recruiting now to clean a dungeon from its dark spawns. Apply here or be forever silent!

How dangerous do my fellow Dungeon World GM’s run their games?

How dangerous do my fellow Dungeon World GM’s run their games?

How dangerous do my fellow Dungeon World GM’s run their games? I can get a bit uncomfortable making things too dangerous, when I GM, so I tend to go easier on my players than I’d actually like.

I know it differs from group to group, but personally I’d want the players to reach the point, where they are uncertain whether they’ll survive or not. In fact, I would like to be uncertain if the players will survive or not.

It’s not about reaching the 50/50 odds, I just want to feel that there’s at least a possibility that someone might die from this. At what level do you guys keep the “pressure”?

I just discovered the power of reveal an unwelcome truth. Entire adventures can spawn from that one :)

I just discovered the power of reveal an unwelcome truth. Entire adventures can spawn from that one 🙂

I just discovered the power of reveal an unwelcome truth. Entire adventures can spawn from that one 🙂

We just finished the one-shot session, Bastien Wauthoz, Eric Nieudan and I, and I had nothing planned beforehand, yet it seemed as though this simple DM move just created an entire adventure.

What I came to the table with was an idea about starting out with a battle between airships, because hey… Airships! What happened was rather different.

I told the players that people we’re yelling outside and that there was some sort of trouble. They leave the inn, where they had both slept after a long journey, to find out a halfling girl had been murdered.

Naturally they ask questions like; “What happened to her?”. It sounded like they were studying the situation, so I told them to roll discern realities. A miss! So I revealed the unwelcome truth that something powerful had torn her in half (no, I didn’t get any “quarterling” jokes).

I didn’t know what had done it, but they later got the opportunity to ask “what should we be on the lookout for?”, and first thing that came to my mind was “werewolf or owlbear?”, so I just went with the latter.

Now we have a cult of demon worshiping humans and halflings, who’s leader is making experiments on animals to reshape them into the image of their birdheaded god (his symbol was a bird skull).

This has been an amazing session, and I hope we can end this adventure at a later time. They went back to town to gather supplies and hire some extra hands, meaning that it is an excellent point in the game to introduce new players, as they both suggested.

This was fun! Just wanted to share a great experience 🙂

While Dungeon World assumes that no one knows the setting before campaign start, wouldn’t it be okay for the host of…

While Dungeon World assumes that no one knows the setting before campaign start, wouldn’t it be okay for the host of…

While Dungeon World assumes that no one knows the setting before campaign start, wouldn’t it be okay for the host of the game to vocalize some assumptions when inviting people?

“I want to host a heroic fantasy adventure campaign, where the players command a magical airship in a steampunkish setting. Want to come along?”

I just wanted to play such a campaign, or one-shot, for a while 😉

I’m looking for three to four people, who wants to play Dungeon World this Thursday.

I’m looking for three to four people, who wants to play Dungeon World this Thursday.

I’m looking for three to four people, who wants to play Dungeon World this Thursday. The session should start at 6 PM, CET and is scheduled to end at 10 PM CET.

Anyone who wants to join? When the group is full, we can discuss who will be the DM, and what class each player will play.

Note: Everyone should be fluent in English (very likely not a problem) or everyone should be fluent in Danish (extremely unlikely).

Question: How would you people handle being on fire in DW?

Question: How would you people handle being on fire in DW?

Question: How would you people handle being on fire in DW? My wife threw a lantern in the face of a rather dry zombie yesterday, and I regrettably didn’t actually handle it very well, meaning that I only let her deal class damage to it, because I didn’t think straight. I told her so afterwards.

My problem was how to handle the fictional time, because the zombie would eventually burn to a crisp, but it might take a couple of seconds to do so. As everyone knows, a lot can happen in a couple of seconds, and I thus made the terrible decision of not letting it have anything bu a colorful effect. I should have rewarded the initiative.

How would you roll with it?

So, lets talk about gestalt characters.

So, lets talk about gestalt characters.

So, lets talk about gestalt characters. In D&D 3.x gestalt multiclassing was meant to enhance characters for smallish parties of one or two heroes, to compensate them for their lack of versatility. Small parties tend to do that.

I feel that the moves in DW are meant to give the players a way to take control over the story, in ways fitting to their class concepts. Usually this is done by letting the players roll a “better” stat for the roll, or by giving them more say over the outcome.

When you play with a low number of players, like one or two, it is sometimes hard for players to achieve the same amount of leverage, since it’s far more likely that they default to Defy Danger in lack of “better” moves, which actually makes GM’ing harder (more radical improvisation needed).

This made me think of the gestalt rules from D&D 3.x. My idea would be something along the following lines:

– Everyone picks two different classes, no duplicates.

– Each character get the best HP modifier and Damage die from either class.

– Each character gets all starting moves from both classes.

– On level up, each character gets an advanced move from both classes.

I haven’t tried it out, just toying with the idea. Thoughts?

I’ve been reading the rules for Apocalypse World, since my favorite RPG system (guess which) is a derivative of it.

I’ve been reading the rules for Apocalypse World, since my favorite RPG system (guess which) is a derivative of it.

I’ve been reading the rules for Apocalypse World, since my favorite RPG system (guess which) is a derivative of it.

As I read through the book, I notice a lot of things that are really different, such as HP versus harm track, and how stats are handled differently.

I suspect that most of these changes are made to make the game feel more like old school D&D.

However, I still like how AW handles stats more than how DW does. It is not because I am dissatisfied or anything, it just “feels” better.

To be honest, I don’t like the 3-18 stat array from DW, mainly because it feels a lot like a “ability tax” system. If you have 13 in a stat, then you must spend three levels worth of attribute points in order to go from a +1 bonus to a +2 bonus. Anything in between has no tangible effect.

You can’t even compare the stats against monsters since they have none. Each time you want to see if you’re stronger than a monster in some way, you Defy Danger using strength, since this form of stat comparison is unsupported.

Don’t get me wrong, I love the simplicity of monsters, it is not because I wanted them to be more complicated. I just dislike the “tax”.

I might also just be perceiving this the wrong way. Is there something I’m missing here? What is the point of the “in-between” values?

If Adam Koebel or Sage LaTorra would give an answer to this, I’d be most happy, although I suspect it is merely because the stats are a sacred cow to D&D.