Disclaimer: Pseudo-realism post commencing!

Disclaimer: Pseudo-realism post commencing!

Disclaimer: Pseudo-realism post commencing!

I’m reading up on medieval era arms and armor, and I stumbled upon something quite funny. Historically, archers were trained from an extremely young age as bows require an almost extreme amount of practice to use efficiently.

Crossbows on the other hand did not; in one or two weeks of intense training, a (wo)man could become a brutally efficient murder machine.

As far as I could tell, the bow and arrow was the superior weapon simply due to range and loading speed, but the crossbow was way easier to master, perhaps because of the “point and click” nature.

DW makes a distinction between crossbows and bows, but it is not based on how hard they are to use. They make the crossbow “hurt more”, but makes it slower to load.

I am not sure that a crossbow is exactly slow to load, rather I am under the impression that a bow is just extremely fast to load. A common crossbow also won’t strike much harder. Unless we are taking about an arbalest, which is a crossbow that is windlass-pulled to support a very high amount of force. It was slow to load and it pierced plate armor as if it was butter.

DW isn’t really a game that needs a sense of historical accuracy, but I just thought it was really interesting. Actual house-rules to support this could still be interesting though, and this is what I have come up with so far:

You take -1 for shooting a bow at long range. Fighters and Rangers should have the “Marksman” move that made them ignore this penalty (much like the Paladin and Fighters “Armored” move).

Crossbows should not have reload, and they should lose the +1 damage tag.

Bows could historically be loaded much much faster than crossbows, even if crossbows didn’t take a lot of time to use, and in that regard, I think it is feasible to assume that the “Marksman” move should also include the ability to use a bow as a Reach weapon in close combat with the precise tag.

Arbalests should have the reload tag and the piercing 3 tag (plate has 3 armor).

Note on arbalests; according to wikipedia, a skilled arblaster (man using an arbalest) could fire an incredible two arrows per minute. In other words; it is loaded before combat, and you really need a big fucking pause in the action to reliably reload it.

Just a few thoughts, and I won’t apologize for my language 😉

Thoughts on the Minstrel hireling, or rather their A Hero’s Welcome ability.

Thoughts on the Minstrel hireling, or rather their A Hero’s Welcome ability.

Thoughts on the Minstrel hireling, or rather their A Hero’s Welcome ability.

You get to deduct the minstrels skill level from all prices in town. While I don’t mind that they can get free rations and arrows, I’m thinking that this is kind of crazy. I mean, it’s just so damn potent!

Last night, my group bought a river boat, and they just stuffed it with food and arrows, because hey, it was free!

So we discussed this back an forth, and one of my players actually said something clever; while it might seem weird that a merchant or poor fisher would give you food ad libitum, then that is also not necessarily what happens.

The minstrel gives you praise for the big hero your are and how you are on an important quest, so a lot of people might chip in just a little bit of dried meat or a piece of bandage or a leftover arrow or two. When 50 to a 100 people do this, you end up going away with a significant amount of provisions.

Looking at it this way, it just seem way less crazy. It almost seem plausible, hell even likely.

The Drow Cleric, Yemi’serra, in my semi-regular game is a psycho.

The Drow Cleric, Yemi’serra, in my semi-regular game is a psycho.

The Drow Cleric, Yemi’serra, in my semi-regular game is a psycho. The character is really, really cool, but still a psychotic murderhobo.

She is a Cleric of the Unknown God, the god of Secrets and Power. She traded a powerful secret with it (in lack of better term) for the power to bend divine power to her will. The god snatched the secret from her memory and bestowed power upon her. This is why she can cast spells while regular priests cannot.

She’s outright and horribly unscrupulous however, and it is fantastic. While travelling to the Pyramid of Zelos, an abandoned temple to a largely forgotten god of the Sun and Fire (named Zelos of course), they encountered a group of Bullywugs in the swamps around the temple, twelve of them.

As the Lizardman Fighter, Gizh, rolled 10+ on his Scouting roll while they were undertaking a perilous journey, they got the drop on them. They decided to kill ’em off as they are natural enemies to the lizardmen, who by the way eats the bullywugs when they can catch them.

The fighter dons his magical boots of I can produce no sound whatsoever (yes, he has those… he can’t even speak when they are worn), and the High Elven Wizard, Javanarell, proceeds to make him invisible. They set up the ambush, and after the initial surprise attack, they proceeded to kill six of the twelve bullywugs before they even had a chance to act. The rest starts running for their lives, but only three of them makes it away alive.

One was left behind though, as Javanarell wounded it with his bow. Yemi’serra had already donned her Reaper Gauntlets, which can “catch” the souls of sentient creatures when they die and release them to heal herself 1d4 hp. They were a gift from the god of Death and the Harvest.

She looks at the remaining struggling bullywug for a while, then suddenly tears out its throat. Everyone watches this brutality with a slight feeling of discomfort. They know what the gauntlets does, so they weren’t surprised when they saw the gauntlets absorb the soul.

So, this was of course unnecessarily brutal, or at least everyone thought it. It would have been more palatable if they had just stabbed it. But ho ho ho, it didn’t stop there. Immediately after she yanked a roaming spirit out of oblivion and thrust it into the body while cackling something along the lines of “I compel you to seeerve!”

The body animates and rises yet again, its wound almost gone and with a blank stare in its eyes. By then, everyone around the table was freaking out and had no idea about how to react. Even the hirelings were mortified but dared not say anything.

The main “problem” is now that Yemi’serra has three mechanical incentives to murder first and ask questions later: She can suck out their souls to heal herself later, she can ask them three questions with speak to the dead with the promise that they can’t lie, and she gets a minion.

Now the player told me that she wants to become a lich.

Oh, party woes…

This session was awesome.

Just a thought I had while writing up a front.

Just a thought I had while writing up a front.

Just a thought I had while writing up a front. There’s an implicit stake question: Does the impending doom come about? I know it’s not really earth shaking or anything, I just never thought of it before.

The last flowchart I made got a lot of response.

The last flowchart I made got a lot of response.

Originally shared by Kasper Brohus Allerslev

The last flowchart I made got a lot of response. Much of the response was motivated by the fact that I failed to convey the assumption made by the model.

I made a new model (an even simpler one), but this time I’m going to explain my assumptions.

It is assumed that the players are already in a situation that requires immediate action. The flowchart doesn’t explain how to initialize the game, just how to keep it going by explicitly telling the GM when different things happen.

The box after the chart has been updated to indicate, where the main part of the conversation will be. The arrows out tells you when the conversation triggers response from either a player move or GM move.

The “resolve all moves” box has a term called “non-miss”. This is means each move with a rolled hit, or each move that requires no roll. Also, it is assumed in this box that players can react in any way that makes sense before the final value of the roll has been calculated. I.e, you can spent a use from a bag of books in Dungeon World after you have seen your roll.

I might make a further update to make the “resolve moves” part more explicit, perhaps giving it its own sub-chart.

GAME INVITATION

GAME INVITATION

GAME INVITATION

Tragedy has befallen me… Our weekly session got cancelled due to sickness, just after I got well myself >_<

Sigh…

As such I’ll host a one-shot via hangouts. If anyone’s interested, it’ll be at 7 PM, UTC+1. Anyone can join, but I’d like to keep down to three players, due to the limitations of hangout gaming.

Game pitch

A mystic, crimson portal was uncovered below Castle Thornhold after an old wall accidentally collapsed, revealing a section of the castle previously unknown.

Lady Moriana Rosethorn, matriarch of house Rosethorn and resident of Thorn, feared where it might lead. In an attempt to uncover this mystery, she hired a band of adventurers to go through, but alas they did not return. After fourteen days, the portal was sealed off from the rest of the castle out of fear.

Last night however, young Lord Byros, firstborn of Moriana and heir to House Rosethorn was abducted, and the seal to the portal was broken. A note was placed at the stairs to the portal. “Life for life, blood for blood.”

You have all been summoned, and your goal is simple; retrieve young Byros Rosethorn. Should you succeed, one of the most influential nobles in the land will forever be in your debt.

Character level : 8.

Sharing from my current campaign.

Sharing from my current campaign.

Sharing from my current campaign. The players arrived at the ancestral homeland of the Lizardmen, i.e. the Fighters birthplace.

Upon questioning the player about Lizardmen, the following came up:

– Lizardmen are not mammals…

– … and as such they lay eggs, one egg at a time.

– The parents however do not incubate the eggs themselves!

– The eggs are incubated in huge nests located in a pyramid-like structure!

– The eggs are kept warm by keeping the pyramid warm.

– The pyramid structure is the single-most well-defended structure in a city

– A group of elite warriors are tasked with guarding all entrances, day and night.

– And what about the parents? Well, lizardmen can smell how closely related they are to other lizardmen, preventing inbreeding. They can also recognize their parents (and vice versa).

Just thought I would share. This is probably the coolest fantasy race I’ve had the pleasure of including in a game.

Mini-game time!

Mini-game time!

Mini-game time!

You are at the entrance to , which is located in / on / by . You have journeyed here to on behalf of . Your luck has turned sour though, because , and that’s a real problem because . To make matters worse, you have just seen signs of . You can’t turn back since , so you must push on. Looking at the entrance, you get a feeling this won’t turn out well for all of you. What do you do?

Give me the best plot ever that fits the above model!