So I think I might drop the option to take -1d6 damage on Volley in my games because its a really boring decision…

So I think I might drop the option to take -1d6 damage on Volley in my games because its a really boring decision…

So I think I might drop the option to take -1d6 damage on Volley in my games because its a really boring decision and has a high probability of a ‘nothing happened’ result. I think the move works just fine without it, but is there any other options anyone can think of to replace it?

Help me come up with stats for this magical artifact my players grabbed!

Help me come up with stats for this magical artifact my players grabbed!

Help me come up with stats for this magical artifact my players grabbed! I wanted a cursed item with both upsides and downsides. It was pulled off of an extra-planar nightmare-dragon who hates gods and enjoys devouring souls.

Nightmare Wing Cloak (1 weight)

Torn from the flesh of the fallen nightmare lord, Ror’gosh, this sinewy black cape immediately bonds itself to the wearers neck once fastened. 

Highlight from tonight’s session: Wizard accidentally turning into a Gray Render in a library, attempts to hide…

Highlight from tonight’s session: Wizard accidentally turning into a Gray Render in a library, attempts to hide…

Highlight from tonight’s session: Wizard accidentally turning into a Gray Render in a library, attempts to hide himself with Invisibility and blinds himself instead. His cleric friend shows up to try and lead him out, but his massive size crushes the doorway, crippling the cleric. Cleric attempts to ride the Gray Render out of the library, directly into an evil cultist ritual.

Fails are a beautiful thing.

So I’m a huge proponent of not using any pre-planned material as a GM and letting the players set the stage for…

So I’m a huge proponent of not using any pre-planned material as a GM and letting the players set the stage for…

So I’m a huge proponent of not using any pre-planned material as a GM and letting the players set the stage for their adventure through questioning. The question I typically start with is:

“What makes this world so fantastically different from our own?”

Given that eventually your players will come to expect this question, what are some other fun and interesting questions that will provide the setting for this adventure? Here’s one:

“What was it that wiped out half of the planet’s inhabitants, and how has life prevailed?”

Lets get another group together. I was hoping to be a player this time, but if need be I’ll man up and GM.

Lets get another group together. I was hoping to be a player this time, but if need be I’ll man up and GM.

Originally shared by Pete French

Lets get another group together. I was hoping to be a player this time, but if need be I’ll man up and GM.

events/c8rde9r9k3ms60cap8990fqjlp8?authkey=CMfhmqqOw66JSg

Dungeons of the Wild West… imagine steampunk meets the frontier.

Dungeons of the Wild West… imagine steampunk meets the frontier.

Dungeons of the Wild West… imagine steampunk meets the frontier.

So far I’m thinking The Sheriff, The Outlaw, The Native, The Engineer

What other concepts come to mind?

Shining Moments from today’s session:

Shining Moments from today’s session:

Shining Moments from today’s session:

Dinosaur mating call attracting some tyrannosauri.

Turning back time to undue the Druid’s certain death.

The lesser diety of cheese; Lactose.

I will say that GMing DungeonWorld is very exhausting. After 4 hours I don’t think I could handle any more. Truly a mental workout.

A takeaway that I’ve been meaning to talk about:

Don’t plan anything. Ask a player “What about this world is so fantastically different from our own?” and follow it up with a question to give direction to where the adventure starts.

Whew, I need a nap. Thanks to Gabe Mahoney Josh McGraw Tim Franzke Ian Francis for a great game.