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1  hacks / Dungeon World / Re: Help approaching bonds differently on: April 26, 2013, 03:59:07 AM
Bonds wipe at the end of the session.  Always write bonds anew with the characters present at the beginning of each session.  Any continuity is on the players to maintain.
2  hacks / Dungeon World / Re: NEW PLAYERS: I wrote a Beginner's Guide to Dungeon World on: March 30, 2013, 12:47:17 AM
So I picked up a copy of the physical book at pax.  What a nice little booklet!
3  hacks / Dungeon World / Re: XP For Failing on: March 23, 2013, 09:42:22 PM
Yes, you still get XP for failing but I've found the advancement to be just right.  You could always increase the number of XP required to level if you thought things were going too fast...
4  hacks / Dungeon World / Re: Low fantasy/magic? on: March 21, 2013, 02:16:58 AM
You can also just describe your "magical" abilities in a mundane manner.  A healing spell gets described as words of encouragement, a potion as a stiff drink from your flask.  A fireball gets narrated as sparking a cask of oil, and it's only like you're invisible...  I do this quite a bit in fact.
5  hacks / Dungeon World / Re: Identifying Magical Items? on: March 09, 2013, 03:12:02 AM
Make them try it and defy danger but perhaps go with soft moves...
6  hacks / Dungeon World / Re: Triggering "perception" things on: February 24, 2013, 07:01:47 PM
How are they used in movies?  They're usually soft moves.  You step on the mine and hear the click, what do you do?  6-, that's too bad, you see Chevar, the hireling in front of you, go down - a dart protruding from his arm (now you know there are traps here).  What do you do? You see the grenade on the door but the bad guys are closing fast - what do you do?
7  hacks / Dungeon World / Re: one question about weapon list and one about alignment on: February 19, 2013, 09:05:37 PM
Just think how much damage a 2-handed bow could do!
8  hacks / Dungeon World / Re: Adventurer's Gear and other Abstractions on: February 17, 2013, 04:53:48 AM
Edge case: in my current game, I totally used an adventuring gear use to produce enough coin to pay the innkeeper for a night's rest- sort of like that $20 you hide in your shoe, just in case.  It's not something I'd spam or otherwise abuse (in this case the GM kind of hand waved us into staying and I kind of hand waved us into having enough coin to pay).  How do people feel about using adventuring gear to be hardtack (1 ration), a single arrow (when at 0 ammo), a knife (when disarmed), poison (when surrounded), or trivial sums of coin? 
9  hacks / Dungeon World / Re: Awesome Points on: February 17, 2013, 04:40:36 AM
Easy hack, at the end of the session, add the question "Did every character do something awesome?"  If the answer is yes, everyone marks XP. 

Or

Put some tokens in the middle of the table.  Whenever you think someone else does something awesome, give them a token.  At the end of the session, tokens may be spent, 1 for 1, to:
- ask another character a question
- have them ask you a question

The former is less bookkeeping, fits within a preexisting mechanism, and has a token impact on the XP economy.  The later rewards excellent input into the game with some time to bask in the spotlight or shine it on someone else.  It also lets you have a couple in-character asides at the end of a session where characters can share thoughts, feelings, intents, or backstory.
10  hacks / Dungeon World / Re: Can a Paladin use “Lay on hands” on himself? on: January 24, 2013, 04:23:58 AM
I say, to do it, do it.  If you don't do it, you can't.  I totally just did it, as a player, and it wasn't a problem.  I rolled a 10+, so no problem.   On a 7-9, I would have suggested taking weak but healing the HP as I spread my wounds out across my body and soul.  Don't ask, just narrate something cool.

For example, here's what I said:
"My head swimming from the harsh blow of the tentacle and subsequent contact with the unnatural stone altar, I black out momentarily. In my haze, I see my lord's face, his sword cold against my neck, as I kneel and recite the vows of the order. "...to serve and honor. To protect and sustain..." Just as suddenly, the squishy cacauphany pulls me back toward consciousness. Rubbing the salt water from my face, I feel a little better and I know what needs be done."
11  hacks / Dungeon World / Re: Player knowledge of World Moves on: January 18, 2013, 04:13:48 AM
Good world moves are like dares.  You show them to the player and they see the possible outcomes and they know it could go wrong but, you know, they get to do something cool if it works out.  For example, if they see the move 'when you insult the king's hair, roll+Cha.  On a 10+, your honesty wins you favor.  On a 7-9, you win a friend but it's not the king,' it kinda plants the idea that there's a payoff for being bold in court.

Sometimes, just the trigger is cool and the move is more consequential - but it still tugs at them to put the move into play because they want the implied details of the trigger in the fiction.  For example, if you put out a move with the trigger 'when you fall from a speeding carriage', of course it's mostly bad but don't you want a carriage chase now?
12  hacks / Dungeon World / Re: Dungeon Starter example play? on: January 10, 2013, 02:09:14 AM
There used to be a good example of play on the Something Awful forum (The Sky Chain) but its old enough now that you need to be a member to access the archived threads.  I'd have saved a copy if I'd known they were only up 6 months.
13  hacks / Dungeon World / Re: Campaign Starter Booklets on: January 07, 2013, 11:30:13 AM
Check out the Devil's Reach adventures.
http://www.kickstarter.com/projects/jbmannon/within-the-devils-reach-dungeon-world-adventures
14  hacks / Dungeon World / Re: Not sharing Moves Sheet with players on: January 07, 2013, 12:46:53 AM
There was some similar discussion here.
15  hacks / Dungeon World / Re: Fronts, needed for a one shot dungeon crawl? on: December 27, 2012, 03:21:12 PM
Remember too that you don't have to start at the "beginning."  You can start half way through.  For example:

Who lead you to the Ice Spire and how did they know the way?
What magics did the Ice Witch unleash before you knocked her unconscious?
After destroying the crops and dooming the village, why haven't you killed her yet?
Why are the frost devils outside so keen on keeping the Ice Witch in the spire?
Now that the spire is starting to melt, what do you do?
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