Play by Community

Play by Community

Play by Community

Sooo, after thinking about for a bit i think one could run DW in a community fairly well and i want to try it. (i could GM but would be happy to play too)

Here is how i think it would work. 

You have a extra community for the game that is open for the public. Have extra discussion topics about the characters each. Players will describe their character and the GM can ask questions about them all at the same time. You of course have to read what other people are writing about their character. 

When real play starts every “room” of the dungeon or whatever is a own post. Player will mainly post when the GM addressess them, saying “what do you do”. If someone want’s to do something directly he will post so and will be adressed by the GM on the next best opportunity. (this can get a bit wobbly but it can work out i think). More then 3 players + GM would be to much i think. 

Have a sepperate discussion for the world where every detail that is revealed get’s archive.

Would anyone be interested in trying that? 

Can you tell me your experiences with the Dark heart of the Dreamer dungeon creation and countdown boxes rules?

Can you tell me your experiences with the Dark heart of the Dreamer dungeon creation and countdown boxes rules?

Can you tell me your experiences with the Dark heart of the Dreamer dungeon creation and countdown boxes rules? I read them and thought they might make the game to procedural. On the other hand they stop you from aimlessly meandering through the dungeon (but this is in inteself a golden opportunity and time for a hard move that will change things up) 

So, for now I will release only 1 part of the cc I am working on, this is from the karmic shaper

So, for now I will release only 1 part of the cc I am working on, this is from the karmic shaper

So, for now I will release only 1 part of the cc I am working on, this is from the karmic shaper

Make your own luck

You are attuned to the strands of fate and how to twist them but beware, what fortuna giveth, she also taketh away.

When you invoke your luck on a move and roll a 6- you can turn it into a 10+ but when you do, the GM holds 1 misfortune. He can spend misfortune 1 for 1 to turn a 10+ into a 6- on one of your moves.

You can’t Make your own luck, as long as the GM holds misfortune.

Does this work? Could it be cleaned up?

Sage LaTorra about creating new Spells in Game:

Sage LaTorra about creating new Spells in Game:

Sage LaTorra about creating new Spells in Game:

Wizard: I’m going to use this place of power to craft a new spell.

GM: Okay, tell me about the spell

Wizard: Well, it’s a bolt of lightning from my fingertips that strikes the creature it hits dead and can never miss.

GM: Hmm, okay, well the best you can manage is a lesser version: a 5th level spell that does damage like a fireball to one creature and stuns them momentarily. Drawing on the place of power gives you the raw energy, but you’ll need a creature of electricity to aid you in the research. An elemental will be best, but even a few lightning-struck villagers will be fine.

Question from someone: What stops a Wizard from just blasing trolls with 5 fireballs and 3 magic missiles?

Question from someone: What stops a Wizard from just blasing trolls with 5 fireballs and 3 magic missiles?

Question from someone: What stops a Wizard from just blasing trolls with 5 fireballs and 3 magic missiles?

Answer:

1. The Trolls

2. Time

3. Screentime 

The same things as in any story or movie. 

4. The Rules. You won’T 10+ every of those moves