What’s in your screen?

What’s in your screen?

What’s in your screen?

I’m building a GM screen for an upcoming game, putting in various useful bits of information that I want at hand – agenda, principles, GM/dungeon moves, treasure tables, character traits/vices (Freebooters on the Frontier by Jason Lutes), NPC instincts. What do you have in your screen?

Since the GM doesn’t really roll dice in DW, I know that a GM screen might seem superfluous, but my intention isn’t to hide from the players. Some things need to be immediately at hand and a flipping through a binder/notebook is just not immediate enough.

Hit me with your best!

See What They Find

See What They Find

See What They Find

I’ve been using the random dungeon generation to great effect in my campaign. However, one thing stumps me: unthemed areas. When such an area is discovered, do you simply give it a bland description? Or maybe do you treat it the same as the theme currently in effect, using an outcome of themed area to switch themes? But then, how to tick down the clock?

Curious how this has played out and how Jason Lutes intended.

Pining for Polyhedrons

Pining for Polyhedrons

Pining for Polyhedrons

My group has really embraced 2d6+STAT and the beauty of 7-9, despite having come up in the time of THAC0 and non-weapon proficiencies. We don’t pine for critical hits (or misses) now that we’ve switched over to Dungeon World. However, we do have big bags of dice that feel… underused.

Sometimes I miss rolling them, so please share with me how you have incorporated d20s into DW.

Edit: I guess I’m thinking about a custom move or an advance. Something that would let the players actually roll the d20s.

Flashback

Flashback

Flashback

How can I encourage interaction among players during recollections of past events?

What techniques have you used to meaningfully engage with PC backstories after character creation?

The story: I run a once-yearly game for 3 friends. We hide away in Palm Desert and play for about 72hrs straight. Every year, there’s the challenge of reconnecting with the characters and the storyline. Every year, I also tinker with the rules.

This year, I’m planning to ask them to flashback to an event in their backstory – flesh out the fiction a bit, stretch the legs of DW, and give me as GM a bit of a break. I’m thinking that the “Conduct a Mission” move from The Sprawl is an interesting way for the players to engage (pasted the move below).

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When you lead a planned and coordinated operation, describe your plan and who is carrying it out then roll Edge.

10+: everything goes according to plan; you and your team are in perfect position to carry out the final element of the plan. The MC will describe the scene and present you with the opportunity to act.

7-9: You get your opportunity to act, but it won’t go as smoothly as you would like, choose 1: Ђ A preliminary task was not completed on time or accurately; choose a task and the MC will describe how it causes a problem Ђ There’s an unexpected complication; choose a consideration and the MC will describe how it causes a problem

6-: the MC will describe the scene and make a move that puts you on the back foot; both problems described under 7-9 apply as well

Looking at Maezar’s Spellcasting Aid sheet (it’s beautiful) and thinking about FotF spellcasting in general: how do…

Looking at Maezar’s Spellcasting Aid sheet (it’s beautiful) and thinking about FotF spellcasting in general: how do…

Looking at Maezar’s Spellcasting Aid sheet (it’s beautiful) and thinking about FotF spellcasting in general: how do you handle spells like Fly? I don’t see it adding a bonus to any rolls or causing damage. Maybe it’s a tag “+flying”?

http://mysticworks.com/freebooters/downloads/Maezar-Spellcasting-Sheet-v2.pdf

+Maezar has been diving deep into FotF and particularly his post on duration has inspired me to enquirer further…

+Maezar has been diving deep into FotF and particularly his post on duration has inspired me to enquirer further…

+Maezar has been diving deep into FotF and particularly his post on duration has inspired me to enquirer further about experiences with the magic user.

From a GM/DM and rule-tinkerer perspective, the point-based spell construction in FotF is a thing of beauty. I love it in theory. In practice, on-the-fly spell construction and assignment of points has caused combat, especially, to grind to a halt and the non-MU players to groan with frustration.

To facilitate the process, we’ve often ended up with a static set of “sub-spells” which have particular flavours and point costs. To which I say “did we just build a traditional spell book in the middle of play instead of during character creation?”

What difficulties have (or have not) others run into with this elegant and rich spell casting opportunity?

Mouse Guard

Mouse Guard

Mouse Guard

I’m attempting to write Fronts for a Mouse Guard mission from the core rulebook. The guidance provided is very nice and suggests selecting two obstacles of the four provided (weather, wilderness, animals, mice).

I continue to struggle with Fronts and appreciate any feedback.

Originally shared by Matthew G.

Find the Grain Peddler

I’m attempting to adapt the classic sample mission from the core rulebook. While “threats” are nice, I do like the idea of using the great advice about mission design and obstacles (i.e., wilderness, weather, animals, mice) as fronts. So here are the Wilderness and Mice fronts I’ve drafted for this mission. Please do comment – I’m still new to DW and MG.

Front: Against the wild (wilderness)

Danger: The woodlands themselves

Impulse: To grow wild and devour civilization

Impending doom: The trail is lost to encroaching flora and fauna

Grim portents

* undergrowth and broken branches from a recent storm make travel difficult

* the ravine has swollen with recent rains and a new crossing must be found

* A nearby milk snake expands its territory over the trail and threatens travelers.

Front: Secrets of Lockhaven defenses revealed (mice)

Danger: The spy-mouse among us

Impulse: To deceive and betray

Impending doom: Enemies of Lockhaven learn of its defenses and weaknesses

Grim portents:

* safely cross the ravine

* traverse the woodlands unmolested by predators

* successfully deliver the map

Stakes:

* will the spy encounter the Snake?

* will the guard find the map?

* will the cart survive the journey?

* will the players catch the spy and learn of the ploy?

Note that I see the Snake as a predator that could play into either/both fronts and it’s burrow could be a custom move.

In a few weeks, I’ll be getting together with 3 friends for our annual long-weekend get-together, continuing a…

In a few weeks, I’ll be getting together with 3 friends for our annual long-weekend get-together, continuing a…

In a few weeks, I’ll be getting together with 3 friends for our annual long-weekend get-together, continuing a modified Keep on the Borderlands campaign. As the GM, this year I am making the switch to Dungeon World. Part of my modification to the theme of KotB is the introduction of Lovecraftian horror. To that end I’ve developed a custom move that I would love the Tavern’s feedback on.

THE SETUP

First of all, I wanted to create something tactile that loomed over the players – a meta-game prop. We only play once a year so I wanted it memorable and aligned with the general spirit. Inspired by Dread, I’m setting up a Jenga tower and essentially asking them to pull bricks as a Soft/Hard Move (?).

In game, a Mind Flayer is ripping stars from the heavens to fuel a ritual that will open a rift to the Outer Dark, allowing the return of an Old One. The stars are actual characters that the PCs can attempt to save.

THE MOVE(S)

When a significant event has occurred (the GM will tell you), the most recently active player must roll+LUC (from Perilous Wilds). On a hit, you choose another player at the table to be active; on a 7-9, they must attempt to remove one brick from the Tower of Doom; on a 10+, they must attempt two bricks. On a miss, mark XP and attempt to remove two bricks yourself.

When you pull a brick and the Tower of Doom falls, a star is torn from the heavens to crash upon the earth. You experience a vision showing the impact of the celestial body; tremors ripple across the earth and through your mind as the fates give you a sidelong glance. Prevent two of the consequences below; suffer one:

* The actual location of the fallen star is unknown to you; your view of the impact was obscured.

* Burn 1 Luck; your personal fate has been twisted.

* Each member of the party suffers 1d6 damage; a destructive natural event occurs.

Hexploration Moves

Hexploration Moves

Hexploration Moves

Riffing on both the Perilous Journey move and the great supplement by Jason Lutes, I’ve written two moves to enhance overland exploration – not just travel.

Would love to hear your thoughts. Thanks in advance!

DAILY FORECAST

When you spend your days traveling outdoors and rely on good weather, roll +LUC (or, roll +nothing) to determine how many weather aspects below will change by one step. On a hit, the weather continues to be in your favor; on a 7-9 choose two weather aspects that you may change one step each; on a 10+ choose three aspects. (Alternate: 7-9 choose two aspects that the DM may change; 10+ choose one). On a miss, the DM can describe a severe or extreme weather occurrence. 

* Temperature: Frigid, cold, chilly, mild, warm, hot, sweltering. 

* Clouds: Clear, hazy, overcast, cloudy, thunderheads. 

* Winds: Calm, breezy, windy, stormy. 

* Humidity: Dry, humid, foggy, drizzle/sleet, shower/snowflakes, Downpour/blizzard. 

HEXPLORATION

When you explore dangerous and unknown lands for the purpose of making maps, hold 3 Hexploration per day. Spend 1 hold to perform any of the following actions before needing to Make Camp for the day:

* Travel to an adjacent hex as a Perilous Journey

* Explore the current hex and make a Discovery; or

* Take a Short Rest (i.e., spend some down time, consume a ration, heal your hit dice)