How come the Bard doesn’t have any advanced moves to improve their Bardic Lore?

How come the Bard doesn’t have any advanced moves to improve their Bardic Lore?

How come the Bard doesn’t have any advanced moves to improve their Bardic Lore? Would gaining another area of expertise be a good idea for another move for this class?

I need a blog. hops up on soapbox, takes out index cards

I need a blog. hops up on soapbox, takes out index cards

I need a blog. hops up on soapbox, takes out index cards

Dungeon World, and role-playing games in general, are inherently interactive activities. Success hinges on proper communication between all participants, and the ability to improvise new material based on the suggestions of the other players. For the gamemaster, this becomes quite the responsibility, as he must provide both the scenery and the actors for the player characters to get involved in. However, creating opportunities that entice the players to explore can be challenging.

To create a good plot, the gamemaster must have some insight as to what will motivate his PCs to action. Every player comes to the table wanting something different, but they are rarely explicit in their wishes. So the GM must learn to “read” the players, and look for the cues that indicate that this is what they are interested in. This is key to creating investment in the story both in and out of character.

The most direct method to reading players is by asking them in-character, and interrogating their backgrounds. As the player forms a character idea in his mind, he will come up with in-game reasons to pursue his out-of-game desires. Here’s an example:

Player: “My thief likes to steal from the rich, because a rich nobleman killed his parents.”

Boom. There’s a juicy plot hook just waiting to be used. It invests the character in the world, and gives them a reason to get into trouble. Now, let’s look at multiple players offering background information or motivations at once.

Player A: “I want revenge against the nobleman who killed my parents.”

Player B: “My church is committed to helping the poor and downtrodden.”

Player C: “I’m an archaeologist who studies magical mysteries.”

Putting these three elements together, we can make the outline of a campaign.

“Player A’s nemesis is seeking out–or has already found–an artifact which will allow him to turn into a lich. He is corrupting the people of the town into his undead army, and will march across the land if not stopped. Putting him down for good will require research and the appropriate magical items, while taking out his death knight lieutenants and helping the zombified commoners.”

There you go. Conflict, stakes, and something for everyone. If you’d like to further encourage your character to chase their goals, you can offer a mechanical reward in exchange. (See my post on Callings from last week.)

Once you’ve found something to grab the players’ interest, you can alter your plans slightly to let the players get involved in the plot elements they are interested in while you add in steps that move the plot forward. This requires some flexibility on your part. Don’t force the players down along a plot that they’re not showing interest in. If they don’t bite at a plot hook, recycle the idea. You can bring elements of it back later in the game.

In one of my games, the player characters were freelancers in a space opera. I had originally planned for them to explore a political mystery, but instead they got distracted with a planet in the hands of a criminal cartel. I altered my plans, and created a conflict on this planet, which the players were happy to investigate. Eventually, it was revealed that the forces behind the conflict had their roots in the political mystery I had planned before, but was never explored by the players.

Another place to find ideas is in your players’ character sheets. Look at the advanced moves that the player takes when they level up. These are the parts of their character that they want to emphasize. Is the thief taking more moves that improve his Backstab ability? That may be a good indicator that he wants to be more like an assassin. Plan ahead to give the character a chance to shine by using his moves. Conversely, if no one is taking moves related to a certain type of conflict, then don’t use that conflict.

Improvisation is a skill that anyone can learn, given practice. The gamemaster’s moves are designed to help you make choices that will keep the action going. Be a fan of the characters by giving them things that they’ll enjoy doing. Point to looming threats and offer opportunities to entice the characters into action, and see what they bite at. When you find something that motivates them, make more moves that will follow it up, and play to see what happens.

How much narrative control do you give out on a success or a partial success?

How much narrative control do you give out on a success or a partial success?

How much narrative control do you give out on a success or a partial success? 

Let’s say a player Hacks and Slashes and gets a 10+. Do you let him describe how he hits his target? How about for a 7-9?

The Epoch Clock

The Epoch Clock

The Epoch Clock

“I gazed into the the myriad gears and listened to the sound of the machinery turning, and I could feel my mind relax. The sounds of the turning gears spoke to me in a voice from beyond. Within the mass of clockwork I could see the planets, beyond space, and even time itself. The clock knew that the past, present, and future were one, and it had opened my mind to a host of new wonders.”

This oversized and elaborate clock is taller than a man and half as wide. It contains dozens of brass gears of all shapes and sizes, and a broad face with five hands, inlaid with gold filigree and gems. When the clock is set up and calibrated to the movements of the celestial bodies, the ley lines of magic within the area will be drawn towards the clock. After a week of continuous operation, the clock will create a place of power that can be used for the Wizard’s Ritual move, or other similar moves.

The clock has a weight of 20, and while it is portable, moving the clock will require recalibration before it can be used again. The clock also requires a gallon of water per day, poured into the tank in its top, to continue working. Moving the clock or allowing it to cease functioning disperses the place of power.

There’s lots of ways to get around character death.

There’s lots of ways to get around character death.

There’s lots of ways to get around character death. Resurrection is available, if sometimes expensive, and you can cut deals with the Reaper on your Last Breath roll. But what if you couldn’t come back?

When you declare that you are going Hardcore, X happens until you meet Y condition. However, until Y condition is met, if you die, you are dead permanently. No Last breath, no resurrection. Dead. Forever.

What would be your X benefit and Y condition?

#MagicItemMonday

#MagicItemMonday

#MagicItemMonday

Death Mask

“I grant but one boon, mortal, and it will be given to you as it is given to everyone; when your time has come.”

-Anubis

A large wooden mask, crafted and painted to resemble a jackal’s head. Placing the mask upon the head of a person who has died within the last twenty-four hours and invoking the jackal-headed god of death charges the mask. When you place the mask on your own head, roll+WIS. *On a 10+ you are cloaked in an illusion of the deceased person who was used to charge the mask. You will look and sound like him, and you have access to one piece of information that he knew at the time of his death, which you must choose when you don the mask. *On a 7-9 the illusion still forms, but you do not gain the deceased’s knowledge, and at an inconvenient time the spirit of the deceased may try to take control of your body. *On a 6- the spirit of the deceased takes control of your body for a while.

Donning the mask uses up the charge, and a corpse can only be used to charge the mask one time. Burying or resurrecting the dead body used in charging the mask ends the illusion, as does removing the mask. 

How do you handle gaining social influence in DW?

How do you handle gaining social influence in DW?

How do you handle gaining social influence in DW? Let’s say you become a prominent member of a guild, organization, or military. Are there moves to reflect the new privileges you gain?

If not, this may be a good place for a short (3-4 moves) compendium class.

I have a couple of people who have expressed interest in playing DW, and I want to make sure I have fully grokked…

I have a couple of people who have expressed interest in playing DW, and I want to make sure I have fully grokked…

I have a couple of people who have expressed interest in playing DW, and I want to make sure I have fully grokked the campaign structure. So here’s how it goes, in as plain and concise language as I can. Please correct me if there is something overlooked. 

The first session is mostly to establish the world and the group’s place in it. Building off of the initial details and what the players offer by asking them questions, the GM builds a rough outline of a world, giving just enough detail to get the first adventure going and leave plenty of blank spaces.

Now that the world is established, the GM can come up with some dangers, the Big Bad guys. Each danger has an Impulse, that’s what the Danger wants. If the danger is a group of cultists, their Impulse may be to summon their elder God.

Next comes Grim Portents. These are the events that warn the players that the Danger is taking another step towards their goal. A Portent should be some kind of significant event that the characters can interact with, not something that happens off-stage. When all of the Grim Portents come to pass, the Impending Doom is realized, something very nasty with far-reaching repercussions.

The GM can now add more details to the world’s history and to the map. Not a lot, just a few places of interest that will become relevant as they relate to the various Fronts that will come marching along. The details will be filled in by the PCs when they get there. There should be ample opportunities/questions to make the characters more involved, not only by tying them to the world and Fronts, but also the people and places that are still only rough outlines yet. When the PCs interact with them, they become more detailed through play.