In the last game, the party druid dealt with a troll by turning into a giant constrictor snake and coiling about it…

In the last game, the party druid dealt with a troll by turning into a giant constrictor snake and coiling about it…

In the last game, the party druid dealt with a troll by turning into a giant constrictor snake and coiling about it and holding it immobile. I ruled this to be a reasonable creature from her homeland, and the “hold foe” move seemed reasonable. The next round I had the troll trying to bite the snake, but she used another hold to coil around its head and hold it. It didn’t seem reasonable to be able to escape a python through brute strength, so she just held the boss monster for the rest of the right. The other PCs cleaned up the goblins and then slew the helpless troll.

Now, that was a cool thing to do in that encounter. She was empowered and awesome. BUT… I don’t want her snake form to turn into an “I win” button every time they meet a troll, or an ogre, or a giant, or a minotaur…

I allowed her to establish the hold and then maintain it indefinitely. It is what snakes to after all. It also effectively put her out of the fight, but OTOH she defeated the boss so its worth it.

Any thoughts on handling this better? That is the first time she used it, so I don’t know it will be an ongoing problem… but I like to deal with problems before a precedent is set. On the other hand I do want her to be awesome so I don’t want to just nerf it. Just put reasonable limits on it.

I have a question about the Druid’s Shapeshifter move.

I have a question about the Druid’s Shapeshifter move.

I have a question about the Druid’s Shapeshifter move. What do the “animal moves” look like? I had a player insisting that since she already had all the animal’s innate abilities, the moves must be something special or supernatural (like magic) that wasn’t included as part of the basic animal.

The sidebar on p.107 suggests that these were intended to just be natural instinct moves. But why would these be necessary? If I can think up such moves on the fly, why do I need to define them? They are simply part of the fiction everyone understands about this animal. And if I fail to define a move, then you can’t do it? The example of “trample” is just a reskinned hack and slash. “Escape to the air” is simply using your ability to fly. Call the pack seems like a legitimate move that is different.

The player in question (last night) transformed into a giant wolf, and wanted to know what her special abilities were. I ruled it was a natural ability but couldn’t think of anything interesting. A wolf is pretty basic. I offered “go for the throat” and “hamstring,” which really are just hack n slash.  But she said those are already implied by innate abilities… it’s just being a wolf and already implied by the fiction. So she was unhappy and felt nerfed.

How do you interpret this? Any examples? I think a lot in terms of monsters, but not animals, and most animals are pretty tame and not very interesting compared to sorcery and unnatural monsters. So I’m wondering if maybe this should be a magical ability of some sort. Maybe you can transform into an ice wolf, or a shadow wolf, or such such.

Story Cubes are a fantastic tool for your DW games!

Story Cubes are a fantastic tool for your DW games!

Story Cubes are a fantastic tool for your DW games! I saw them in a local drugstore and bought them on a lark. Used them for the first time last night.

The group walked into a tavern in the KOTB and I said there was a local guy telling tales. Having no good idea for what he was saying, I rolled the story cubes (the photo shows what I rolled) in front of the players and then invited everyone to help create the story. They loved it!

I asked if this was a current event, recent, or a legend, and they decided legend. Then everyone brainstormed what the icons represented, arranged the cubes in various groupings, and suggested narratives. After about 10 minutes it we settled on the following legend:

The keep [house] was built to protect the border, but it has a dark legend: 200 years ago a great evil [alien] arose and threatened to overrun the land – a devil or fiend of some sort. The keep was at the nexus of the conflict, and the evil was defeated by heroes and forgotten… but there is also a prophecy that it would return! 15 years ago a comet [star] appeared in the heavens signifying that it will be soon. That was also the very night the party Wizard was born [smiley face] in the keep-town and her destiny may be linked to it. The forest has grown dark and twisted; animals are mutating into monsters such as a fire-breathing turtle, giant killer bees, and fish men. When the evil returns it will triumph, the keep will be destroyed, and the land laid waste. The rainbow is the key to defeating it, although there are conflicting opinions as to just what that means. What is known, or at least rumored, is that this is a conflict between demons and angels and involves abominations of the natural order.

Boom. Instant campaign front, lots of questions to answer, new dangers, and an epic quest. The best part is that the PCs are woven into it and the players are invested, since they created it.

I had an idea for level 10+.

I had an idea for level 10+.

I had an idea for level 10+. A player was complaining about how characters start out weak and then become too powerful in most games, and said he’d prefer to just get rid of levels altogether. I said that character change is nice to have, but it could be lateral change instead of increasing in power. And that got me to thinking…

At level 10+ you can continue to Level Up. Each level after 10th requires a flat 17 XP to advance, and level is always reckoned as “10” for purposes of moves and spells. Advancement becomes lateral rather than upward. When

you level up you can:

– Tweak a Stat

– Replace a Move

– Gain a Spell

– Change Career

Tweak a Stat: At level 10+ your stats no longer increase; instead you may move a point from one stat to another. You cannot lower any stat below 3 or increase it above 18. For example you can lower Dex from 14 to 13 in order to increase Con from 9 to 10.

Replace a Move: At level 10+ you no longer add new moves, instead you replace an old moves with a new move. This applies to both regular class moves and Compendium Class moves.

Gain a Spell: Wizards can add a spell to their spellbook. (Wizards are already limited to 11 prepared spells, so I don’t see added variety as a significant powerup)

Change Career: At level 10+ you can add a second base class, if your race and alignment are compatible and you have opportunity to learn. Your HP and Damage are the higher of the two classes. Your stats do not change, but you may Tweak a Stat. Your moves remain the same, but you may Replace a Move, and may choose from either of your classes (or from a compendium class).

You can make multiple Career Changes, but can never have more than two careers at once. When you take a third class, you must drop an existing class; your HP and Damage dice are determine by your two new classes; you can choose moves from among the new classes. You must also complete at least 5 levels in a class before you can switch to a new class.

The ideas here are that:

– XP to advance becomes flat (so its still within reach)

– stats stop increasing, but can still change

– moves stop accumulating, but can still change

– class change is incremental rather than abrupt

– class change does not involve “reset”

This leveling off only occurs at level 11+, so play at levels 1-10 is unchanged.

I would like to hear what you think. Do you see problems with it? Ideas for a better way to do it? In the original discussion the player advocated just starting everyone at level 10 and never advancing. Personally I think it’s good to have change and something to work toward, but I’m okay with flat power level.

Is there any way to get a dump of all the entries in the Monster Codex?

Is there any way to get a dump of all the entries in the Monster Codex?

Is there any way to get a dump of all the entries in the Monster Codex? Or a way to generate an index? Also I notice that a Google search returns pages for “all monsters created by a given profile” but I can’t find any links to these pages from the Codex itself. I wonder how Google is finding them?

Browsing brings up monsters in random order, and every time you close the page and come back you have to start again at the beginning. Given the number of entries I doubt I’ll ever manage to browse to the far end of the database! That means there are some monsters I will never see.

I could in theory find them via search, but that presupposes that I could think of what to search for. If is something new and cool that I’d never think of (which is what I am most interested in), chances are it would never come up in a search.

I would like four things:

First, random access. A mode where the entries are displayed as a scrollable list, with the ability to sort or filter based on some classification. Search results could be displayed this way as well.

Second, offline access. I have played DW while backpacking, and in places where I had a computer but no internet access. I would love to have this database available offline.

Third, a way to manage favorites. I can add favorites, but cannot un-favorite something if I accidentally click it, and there is no way to see an index of things I’ve favorited.

Fourth, the ability to add personal notes to an entry, create a variant of an entry (and have it associated). This could be part of an offline mode instead of online, its just for personal use.

How does DW run with a lot of players?

How does DW run with a lot of players?

How does DW run with a lot of players? I am supposed to run a game Friday with 7 (maybe 8) players signed up, and all but 1 are complete newbies to gaming. I love DW but I’m a little apprehensive about this, it’s tempting to revert to tried & true B/X D&D. The players are two 40-something moms, a 20-something guy, and assorted kids (9, 11, 11, 11, 14). #DnD  

I love Dungeon World’s improvisational nature, but my teenage son is not so thrilled with it. He wants to interact…

I love Dungeon World’s improvisational nature, but my teenage son is not so thrilled with it. He wants to interact…

I love Dungeon World’s improvisational nature, but my teenage son is not so thrilled with it. He wants to interact with a world that has it’s own reality and is not made up on the fly. (Nevermind that it’s still made up. I think it’s the illusion he is missing.)

Has anyone used Dungeon World in the manner of a traditional RPG, that is with premade world/adventures, GM is “god” and makes everything up, and there is no player input? My initial thought is it would be better to just break out B/X and use that… except that I LOVE the pacing in Dungeon World, plus the action feels so much more immersive due to to the preeminence of the fiction. (My son loves these aspects too.)

So I’m wondering how to take the move structure of DW and marry them to a traditional approach to play. At first I sat down and tried to find a way to shoehorn moves into something like B/X, but I’m stumped. Any attempt at fusion ends up evolving into straight up DW. My next thought was to just play DW as written, but the GM does all the improv and presents the players with an immersive experience. The sheer load of creativity need to do that much improvisation is staggering though. I could just run premade adventures but I can’t see how the dynamics would work — a lot of moves call for something new or unexpected, which is at odds with any sort of prepared material.

Any thoughts?