One of the cornerstones of a good group is, in my experience, motivation.

One of the cornerstones of a good group is, in my experience, motivation.

One of the cornerstones of a good group is, in my experience, motivation. Not only player motivation, but character motivation. Far too often I’ve seen players writing elaborate backstories that completely omit what they are hoping to accomplish by risking their lives in the dungeon, and why they are doing so with the other PCs. I like how DW pushes this to the forefront, however, in doing so it also creates certain suppositions upon the game world.

When you grab a class playbook, you introduce the trappings of that class’ gimmick into the world. If someone takes the Wizard, there’s going to be magical things to see and do, for example. Some of these things can be added more easily than others though. “Magic exists” is a common trope that is taken for granted, so it’s easy to put it into the game. You want to play the Fighter? Well, now there’s monsters that need killing. Again, something that doesn’t rock the boat too much.

However, some of the more specialized classes bring with them more baggage, and this may carry with it assumptions about the game that may be harder to integrate. The Warlord that I have been working on carries with him the assumption that the world is, or at least recently was, at war. It makes a world at war part of the global backstory, and it doesn’t consult anyone else on the matter. I worry that these characters who either come with lots of baggage or who have nebulous or spotlight-hogging motivations can pull the group apart.

Just a bit of a ramble. What do you think, internet?

What are some other ways you can mechanically add a bonus to your roll besides just +1?

What are some other ways you can mechanically add a bonus to your roll besides just +1?

What are some other ways you can mechanically add a bonus to your roll besides just +1? I’m currently planning a move that should give a fairly substantial bonus, more on the order of +2 or +3, but I want something cooler than that. I’d like to keep it a mechanical effect, if possible. The Barbarian’s 1d6+1d8 appetites is an example of what I had in mind.

The thread on Dirty Dungeons reminded me of a hack that I used to use, back in the days when I ran 3e.

The thread on Dirty Dungeons reminded me of a hack that I used to use, back in the days when I ran 3e.

The thread on Dirty Dungeons reminded me of a hack that I used to use, back in the days when I ran 3e. 

Time pressure is a key element of dramatic tension. Make a stack of ten to twenty poker chips and keep them by your side. This is the timer that the players are fighting against. Whenever a significant amount of time passes, or things slow down due to a long battle, argument, or delay, take one of the chips away. Each chip represents an arbitrary unit of time, not a certain amount of minutes. When all of the chips are gone, something really bad happens. Perhaps the villain escapes, or enemy reinforcements show up.

The timer creates a very visual reminder that the characters do not have an infinite amount of time to achieve their goal. It can be a useful tool to add tension or to prod things along if the action slows down. Losing a tick of the timer is also an excellent consequence for a failed roll. (This is making a move offstage, but in a more meta-game manner)

#MagicItemMonday

#MagicItemMonday

#MagicItemMonday

Ecstasy of Oracles

“The priestess’ eyes rolled back into her head, and she began to speak in tongues. At first I thought she had gone mad, but after inhaling some of that incense she was burning, I could see it all too.”

This pungent incense produces mild hallucinations when burned and inhaled. While you burn the Ecstasy of Oracles and meditate within its smoke, any spells with the divination tag you cast are much more potent than usual. However, the fumes also cloud your senses, take -1 ongoing to any action besides casting a divination until you can clear your head.

#MagicItemMonday

#MagicItemMonday

#MagicItemMonday

The Vessel of Grummash

“The shaman twisted the knife inside of my squire, and his lifeblood filled a bowl that the orc held in his free hand. Dabbing the warm blood over his empty eye-socket, he roared, ‘Now you will tell me the truth!'”

This wooden bowl is marked with orcish runes, and has been heavily stained with blood. When you fill the Vessel of Grummash with 3 HP worth of blood, choose a person, place, or thing. Then roll+WIS. *On a hit, you receive a vision of the object, as clearly as if you were there. *On a 10+ you may also ask two questions about the target from the Discern Realities list. *On a 6- you draw unwelcome attention to yourself, either from your target or from an angry orcish god.

If you use your own blood, take +1. If you did not use the blood of an intelligent creature, take -1.

I’ve got in my mind an idea for a campaign setting.

I’ve got in my mind an idea for a campaign setting.

I’ve got in my mind an idea for a campaign setting. The premise would be to take the tropes of Vietnam movies such as Platoon, Full Metal Jacket, and Apocalypse Now.

The world is roughly split between two superpowers, a totalitarian dictatorship and a corrupt kleptocracy. The adventure site is a small island in the ocean, about 1/4 of the way to the former empire. The conflict is a proxy war fought between the two empires for control of the island, since it has both strategic and economic value.

What do you think, sirs? A little fantasy Vietnam?

Someone over on Reddit mentioned running a steampunk-style game using DW.

Someone over on Reddit mentioned running a steampunk-style game using DW.

Someone over on Reddit mentioned running a steampunk-style game using DW. I referred him over to Inverse World, with perhaps adding in the Artificer on top. However, I realize that I don’t really know enough about the steampunk tropes and aesthetics to offer more helpful advice.

Are there any steampunk fans here who could offer their insights on how to add more steampunk aesthetics to Inverse World?

Help me think up a good name for this move, I’m drawing a blank!

Help me think up a good name for this move, I’m drawing a blank!

Help me think up a good name for this move, I’m drawing a blank!

“When you Defy Danger with reckless courage, instead of rolling 2d6 you roll 1d6+1d8. If the d6 is the higher die of the pair, the GM will also introduce a complication or danger that comes about due to your recklessness.”

Brendan Fraser’s character in the Mummy trilogy was my inspiration.