So. . .tomorrow i’m going to be running Drunk Dungeon World.  I won’t be getting drunk, but the players will.

So. . .tomorrow i’m going to be running Drunk Dungeon World.  I won’t be getting drunk, but the players will.

So. . .tomorrow i’m going to be running Drunk Dungeon World.  I won’t be getting drunk, but the players will.

I was planning on allowing them to get intoxicated at their own leisure, but if a player wanted the drinking to be tied to the dice rolls or mechanics, what would folks suggest?

I’m new at this Dungeon World thing (as in 3 sessions new) and would like your help with the campaign’s first magic…

I’m new at this Dungeon World thing (as in 3 sessions new) and would like your help with the campaign’s first magic…

I’m new at this Dungeon World thing (as in 3 sessions new) and would like your help with the campaign’s first magic item.

Lizardfolk in the DW book have an instinct: “to destroy civilization”.  Following some D&D lore, I have presented lizardfolk as neutral aligned creatures that only really wage war on civilization when it threatens their well-being or when the Lizard King takes charge.  Rather than the Lizard King being a lizardman with demonic heritage, i decided that the trident that he wields is the thing that makes him all ape-shit crazy to destroy what the civilized races have wrought.

Well, the elven ranger found that trident.  Let’s call it the Trident of the Lizard King.  I looked through the magic items presented in the book, and searched for examples of magic weapons here in the DW Tavern and elsewhere online, but nothing really jumped out and grabbed me.  I know that i’d like the trident to constantly urge the ranger to take a more savage approach and shun the trappings of the civilized, but i’d also like it to confer a nifty enough advantage so that the ranger will be tempted to keep it.

So please help me out!  What does the Trident of the Lizard King do?

Greetings Adventurers!

Greetings Adventurers!

Greetings Adventurers!  Brand new Dungeon World GM here (two sessions so far), looking to pick the brains and imaginations of those of you with more experience running the game.  I’m finding it difficult to think up interesting GM moves when certain character moves result in failure.  Please tell me what move you’d make in this situation:

After dispatching a few frogmen on the muddy shore of an underground lake, a single terrible Thing breaks the surface of the water!  All tentacles and mouth, it heads toward the light-carrying cleric.  The ranger is out of the creature’s reach and attempts to take a volley.  The dice come up 6-. . .