|
Dr. Clockwork posted:Anew RPG group met on Thursday at my shop and I complimented the GM when I saw him with the DW book. But apparently they discussed and took a vote and the players wanted to do Pathfinder. Bah, that's a bummer. I guess you can take solace in the fact that the DM is likely to take a lot of the DM lessons from DW and apply them to Pathfinder
|
# ? Apr 21, 2018 14:57 |
|
|
# ? Apr 19, 2024 05:27 |
|
Waffles Inc. posted:Bah, that's a bummer. I guess you can take solace in the fact that the DM is likely to take a lot of the DM lessons from DW and apply them to Pathfinder
|
# ? Apr 21, 2018 15:36 |
|
Has anyone else been keeping tabs on Worlds of Adventure? It's an in-development fan update to Dungeon World to add in some stuff we're seeing in more "modern" PbtA games. The .3 draft combines Strength and Constitution into one stat, reworks some of the basic moves (Defy Danger can still use any stat, I'm just as disappointed as you) and replaces alignments/drives with Keys, which I hadn't seen before but look really interesting and easy to engage with. Here's a link to their Google Drive if you want to take a look at what they have so far. https://drive.google.com/drive/folders/0BzeF5GXNEsnfS3dyRlllYlNFZTA
|
# ? Apr 21, 2018 19:47 |
|
Jimmeeee posted:(Defy Danger can still use any stat, I'm just as disappointed as you) What's wrong with that?
|
# ? Apr 21, 2018 21:42 |
|
hello, lads, ladettes, and binary-nonconforming chums my group is getting ready to wrap up our yearlong DW campaign and is looking to start up a new one this summer. This campaign we ran with pretty much just the basic Koebel/Letorra rules, but for the next one we are looking to hack some things and add some homebrew to spice things up. Specifically what I am looking at right now is changing the damage model (which the book sorta encourages people to try). I don't care about "balance", but I do care about fun and satisfaction. Using the damage model in the base game, it is easy to roll spectacularly well on your actual Hack & Slash or Volley move, then roll a 1 or 2 on your damage die, effectively wiping out that good result. We have had this happen in streaks during our current campaign. This, of course, is because damage is just a flat single-die roll without any sort of normal or near-normal distribution around the average. It's not as big of a deal for fighters or paladins since, if they pursue certain moves, they end up rolling a whole fistful of dice in addition to the damage die. But it does matter for the playbooks that have fewer options for improving their damage. Ideas we have floated for replacing the base damage die roll: - Roll 2d6+STR for damage. - Roll base damage die twice, keep the higher result. - Keep base damage mechanics, but buff weapons significantly. - Just make damage a flat number (probably the average value of the current damage die) rather than a die roll, like in every other PBtA game - Change the Hack & Slash and Volley rules so that they can do other things besides damage (Currently, Defend and Called Shot feel more satisfying to trigger than Hack & Slash or Volley, I think mostly because they offer choices). Does anyone here have any experience changing the damage mechanics? Tips? PupsOfWar fucked around with this message at 22:22 on Apr 21, 2018 |
# ? Apr 21, 2018 22:15 |
|
PerniciousKnid posted:What's wrong with that? Good question- I'm coming from AW and Monsterhearts, where the equivalent moves both queue off of one stat. That makes sense for both of those games in terms of the genres they're both trying to emulate, where in the fiction some characters are just better at handling tough poo poo than others. My games of DW usually feature players trying to use their highest stat for Defy Danger, so everyone usually ends up on pretty equal footing. But maybe that fits the genre here too, since the characters are all murderhobos of some sort instead of the range of playbooks we see in the other two games, so it's expected that they'd all be equally talented at getting out of trouble, albeit in their own unique ways.
|
# ? Apr 21, 2018 23:07 |
|
PupsOfWar posted:Does anyone here have any experience changing the damage mechanics? Tips? In my own games, I've used the damage dice as a sort of sliding scale between "damage" and "narrative effects." If they hit but roll low damage, they do something like crack the enemy's shield or knock their weapon away or leave them off-balance and open to attacks. It's pretty loose, but giving some kind of boost when they roll under half or a third of their max seems reasonable.
|
# ? Apr 21, 2018 23:22 |
|
PerniciousKnid posted:What's wrong with that? To quote myself from the PBTA thread on the subject of multi-stat moves: Lurks With Wolves posted:I'm going to elaborate on this a bit more, because multi-stat moves in PBTA games are my white whale and I don't want anyone to think they should never touch them under any circumstances. Anyway, I can't speak for how well Worlds of Adventure handles any of that. It's just something to keep in mind.
|
# ? Apr 22, 2018 00:44 |
|
Jimmeeee posted:Good question- I'm coming from AW and Monsterhearts, where the equivalent moves both queue off of one stat. That makes sense for both of those games in terms of the genres they're both trying to emulate, where in the fiction some characters are just better at handling tough poo poo than others. It's partly that, and partly that I imagine Defy Danger is there as an indication to the players that if weird dungeon poo poo is happening to you, your stats can help you deal with it. Like if you're a hawk in the middle of a power dive at some mysterious robed figure and suddenly he looks up at you and shakes his head and you feel your hawkness diving away from you, which is bad because then you're just some druid who can't fly. O poo poo SON WHAT DO?! (It also frees the GM up to pitch some absolutely bonkers stuff.) PupsOfWar posted:I don't care about "balance", but I do care about fun and satisfaction. Using the damage model in the base game, it is easy to roll spectacularly well on your actual Hack & Slash or Volley move, then roll a 1 or 2 on your damage die, effectively wiping out that good result. We have had this happen in streaks during our current campaign. This, of course, is because damage is just a flat single-die roll without any sort of normal or near-normal distribution around the average. If you roll 5 less than your maximum damage, you may instead opt to give an ally of your choice +1 forward against that enemy. If you roll 7 less than your maximum damage, you may instead opt to occupy your enemy's attention so an ally can elude or attack them unaware. If you roll 9 less than your maximum damage, you may instead opt to have them lose hold of something important.
|
# ? Apr 22, 2018 07:08 |
|
PupsOfWar posted:hello, lads, ladettes, and binary-nonconforming chums I had the reverse problem, where I would undercook my damage numbers slightly, and end up barely chipping away at any of my players health, especially once armour got involved. And it always felt noticeable (and petty) if I was then piling on some narrative effect as well: "I'm gonna try and roll out the way of all those arrows" *rolls a 3* "okay your pack is too cumbersome and slows your dodge, the arrows turn you into a pincushion, take d6 +3 damage" "with my armour, I take 1 damage" I did chew over the idea of having armour as a stat that you roll like the others, instead of subtracting from damage. It would give an alternative to defy danger and would feel a lot more active than faffing about with damage rolls that end up not doing anything. "what do you do about the giant hail of arrows coming towards you?" "i'm wearing full plate and have a shield the size of car, I don't give a poo poo" *rolls to not give a poo poo* It's specifically DD with Dex that I struggle with - it's so easy to interpret it as a straight up dodge roll, and it becomes kind of a one-note move.
|
# ? Apr 22, 2018 11:55 |
|
After going back to the default harm clock from AW I def. Like it better than HP. My players definitely give a poo poo now before they enter combat because it can be so deadly.
|
# ? Apr 22, 2018 17:03 |
|
Yeah, give weapons flat stats, +pluses and -drawbacks.
|
# ? Apr 22, 2018 18:22 |
|
Overemotional Robot posted:After going back to the default harm clock from AW I def. Like it better than HP. My players definitely give a poo poo now before they enter combat because it can be so deadly. Should probably make it a torch or something though for Dungeon World.
|
# ? Apr 22, 2018 21:02 |
|
To me, it's not the moves that sing in pbta so much as that incredibly simple and elegant core mechanic that can cover basically any situation. Defy danger is just that core mechanic, a framework for a custom move made really obvious. It's exploitable because dnd stats are indeed poo poo and people could theoretically get away with rolling their best stat forever but you can easily stop any bullshit by porting over bitds player rule of 'don't be a weasel'. It's pretty good as far as I'm concerned
|
# ? Apr 23, 2018 01:51 |
|
Strom Cuzewon posted:I had the reverse problem, where I would undercook my damage numbers slightly, and end up barely chipping away at any of my players health, especially once armour got involved. And it always felt noticeable (and petty) if I was then piling on some narrative effect as well: Just keep it in mind, I guess? People have deliberately taken steps so that they need a heavy hitter or a bunch of dudes to even crack the shell. It's completely reasonable to consider the other effects of being dogpiled by six goblins if being stabbed by six goblins doesn't actually do any damage. Similarly with being pelted by arrows by six goblins. Damage by itself is attached to a threat. Pretty much nobody in the game is going to die in one hit from full health. It's something that racks up, and it absolutely can be accompanied by other narrative consequences. Strom Cuzewon posted:It's specifically DD with Dex that I struggle with - it's so easy to interpret it as a straight up dodge roll, and it becomes kind of a one-note move. An actual Dodge Roll start to finish is... probably just Hack and Slash, really? You're engaged with an enemy in melee and you're trying to hit them and not get hit? It's also cool to attach a price to Defy Danger. Just, you know, mention it ahead of time. You're charging through a hail of arrows, you're going to take d6+3 damage whatever else happens. You're diving down a floor onto the winged demon, you won't be able to get back up. You're running through the van de Graff Doom Dome, agility isn't really a factor here, just roll +armor and you want to fail this one.
|
# ? Apr 23, 2018 02:25 |
|
Jimmeeee posted:Good question- I'm coming from AW and Monsterhearts, where the equivalent moves both queue off of one stat. That makes sense for both of those games in terms of the genres they're both trying to emulate, where in the fiction some characters are just better at handling tough poo poo than others. My current GM will often have us roll DD with a specific stat, like a d&d saving throw I know "like d&d" isn't really a phrase you want to say too often with this system, but otoh it makes sense that, if you get in trouble trying to use your mind-reading dagger to interface with an ancient unknowable horror, you can't get out of that by being muscly Strom Cuzewon posted:
I did this once for an AW hack I made - a sci-fi game with powered armor and energy shields found it a bit too cumbersome, encouraged players to hunker down behind their personal defenses too much PupsOfWar fucked around with this message at 04:25 on Apr 23, 2018 |
# ? Apr 23, 2018 04:23 |
|
PupsOfWar posted:My current GM will often have us roll DD with a specific stat, like a d&d saving throw Isn't the Defy Danger bit kind of covered by having the player describe what they do to defy the danger, and thus roll the appopriate thing? e.g. it's not "I want to Defy Danger the mind-reading dagger. I pick STR.", but rather "I steel my mind against the horror, rolling WIS to Defy Danger". Or maybe even "I crush the dagger with my iron grip before the connection overwhelms me. Rolling STR to Defy Danger."
|
# ? Apr 23, 2018 12:53 |
|
kujeger posted:Isn't the Defy Danger bit kind of covered by having the player describe what they do to defy the danger, and thus roll the appopriate thing? I thought it was that the player describes what they do to avoid it, and the GM decides what stat is associated with it? Something about players only decrying what they do and the GM determines how?
|
# ? Apr 23, 2018 14:15 |
|
kujeger posted:Isn't the Defy Danger bit kind of covered by having the player describe what they do to defy the danger, and thus roll the appopriate thing? Pollyanna posted:I thought it was that the player describes what they do to avoid it, and the GM decides what stat is associated with it? Something about players only decrying what they do and the GM determines how? To a degree, both are true. Chances are a player knows what stat they're trying to use when they narrate an action and the GM's probably going to go with it unless it doesn't make any sense in the fiction. An armored fighter trying to avoid damage by weathering an attack with a shield is probably CON, but maybe STR instead if they're also trying to like hold back the monster as it tries to get through them to get to the people they're defending, that kind of thing. If a character gets poisoned, maybe someone tough would say they're trying to just resist its effects (with CON) but maybe an alchemist character could make a good case for using their INT to quickly whip up an antidote from the herbs they have in their pack. Players aren't "supposed" to call their moves but it happens. As long as they lead off with actual narration I don't mind it.
|
# ? Apr 23, 2018 15:15 |
|
kujeger posted:Isn't the Defy Danger bit kind of covered by having the player describe what they do to defy the danger, and thus roll the appopriate thing?
|
# ? Apr 23, 2018 16:21 |
|
"Sure, try to stop the rushing ogre by yelling STOP to surprise and confuse it for a moment or doing the 'ol point behind him and shout "look, an _____!", but if you fail and haven't tried to defend yourself... it's going to be rough" Would that work?
|
# ? Apr 23, 2018 16:48 |
|
Jeffrey of YOSPOS posted:Well sometimes they want to stylishly breakdance out of the way using Cha - at some point you gotta make a ruling and depends on the tone of your game. I'm thinking something like a Star Lord dance-off or a crossdressing Bugs Bunny. D&D was lousy with this stuff, like a fencing class that let you Dodge with INT or whatever. Dungeon World is only as silly as you make it. Harvey Mantaco posted:"Sure, try to stop the rushing ogre by yelling STOP to surprise and confuse it for a moment or doing the 'ol point behind him and shout "look, an _____!", but if you fail and haven't tried to defend yourself... it's going to be rough" I think it could, if ogres are established as being particularly stupid in your world. Or maybe this is the roll that establishes it. PerniciousKnid fucked around with this message at 17:08 on Apr 23, 2018 |
# ? Apr 23, 2018 17:05 |
|
Harvey Mantaco posted:"Sure, try to stop the rushing ogre by yelling STOP to surprise and confuse it for a moment or doing the 'ol point behind him and shout "look, an _____!", but if you fail and haven't tried to defend yourself... it's going to be rough" Adding the general Controlled/Risky/Desperate descriptors from Blades in the Dark might not be a bad idea, in terms of consequences you might expect to face on a 9-.
|
# ? Apr 23, 2018 20:32 |
|
Controlled/risky/desperate as a way of mapping to easy/medium/hard saves would actually be a pretty cool dw hack. All saves against ogres using strong or con are desperate - they're big. All saves against them with Cha or Dex are risky - theyve got average reflexes. All saves against them with Int or Wis are controlled - they're stupid.
|
# ? Apr 23, 2018 23:29 |
|
Impermanent posted:Controlled/risky/desperate as a way of mapping to easy/medium/hard saves would actually be a pretty cool dw hack. All saves against ogres using strong or con are desperate - they're big. All saves against them with Cha or Dex are risky - theyve got average reflexes. All saves against them with Int or Wis are controlled - they're stupid. It's interesting, it's very subjective and I'd imagine hinges on the table having a fairly similar mindset or the ability to negotiate a baseline fairly reliably. I'd have thought the Int/wis would be hardest as I always think of the barbarian flesh being the counter to the egotistical bookish wizard in a very conan kind of way (the lack of intelligence as an advantage even). "Puny wizard" It's a cool idea though I'm going to run it by my friends.
|
# ? Apr 24, 2018 02:18 |
|
I’m considering GMing for the first time (I’m fairly new to TTRPGS), and I am thinking of running a Dungeon World one-shot. I have no idea if I’d do particularly well, but I’m mega curious so I figured I’d try. The question I have is how to get the most out of a one-shot that would probably last at most a few hours (3~4?), while still allowing it to last more sessions if it has to? What can I do to get the most action out of the session, so that the time we spend is as engaging and productive as possible? Should I try and timebox the adventure to those few hours, or just let it go longer if it ends up extending that far? Should I aim for a smaller adventure/quest to start out? And should I select for people who have played DW before, or is it ok if we’re all pretty new? What should I do in the latter case? Should I expect the players to study the book before starting? I know that character creation can take a session on its own, is that a concern? Pollyanna fucked around with this message at 17:00 on May 3, 2018 |
# ? May 3, 2018 16:56 |
|
Dungeon World Character Gen is very very fast compared to most RPGs, you'll be done in 30 minutes, a lil more if you take your time to explain the rules. If its your very very first time GMing and you're new to TTRPGs, it might be a good idea to run one of the more well liked packaged adventures like The Slave Pits Of Drazhu or something. Most of the ones people really like last a couple hours and are usually very open ended and allow for a campaign to naturally spawn from the ending. That said, I'd personally recommend going over the GM section of the core book and seeing if you think you can run your own one-shot. So much of Dungeon World's uniqueness is in how it handles "filling in the blanks" that running packaged adventures often distracts from that design choice. I say this as someone who has written and sold a couple adventures myself, I'd still say rolling your own is best. My advice on that front would be to come up with a core idea (Haunted mansion, Moon full of demons, A big worm you have to explore) and a handful of designed encounters, with a general idea of what enemies you'll have in those areas, what neat scenery you'll have, maybe one or two puzzles/challenges, then just go in and be open to changing as your players chip in and shape the world through their suggestions. Ask them questions to paint in the lines you lay down and you'll find, hopefully, that its not as much work as it seems. Most importantly though, read the GM section, learn your GM moves, use them judiciously whenever they make sense. actually most importantly have a blast, say yes to silly poo poo, enjoy yourself cause DW is a loving treat to run compared to almost every other system in the universe For your other question; I've successfully had RPG newbies playing Dungeon World within 10 minutes. I'm kind of an old hand at this, but the rules for every character is basically written on their sheet for them, and the general rules that the players need to know is on another sheet. You only really need to explain the dice system (2d6+mod (thanks for correcting that), 1-6=Fail, 7-9=Succeed at Cost, 10+=success), a brief idea of how Moves work (Describe a thing, if Thing is what triggers a Move ((I.E. The text on the move says it triggers on x and you do something akin to x)) then Read Move and Do Move) and how your GM moves work (I will use these whenever you roll badly or theres a lull or w/e) and that's it. It's very intuitive. Players who know DW will obv be better at it, but some of my best games have been entirely green players at Cons where I've had 3 hours to teach and run an entire game. Nemesis Of Moles fucked around with this message at 18:15 on May 3, 2018 |
# ? May 3, 2018 17:11 |
|
*embarrassed to point out a typo but it's important enough to do anyway* it's 2d6
|
# ? May 3, 2018 17:16 |
|
Pollyanna posted:I’m considering GMing for the first time (I’m fairly new to TTRPGS), and I am thinking of running a Dungeon World one-shot. I have no idea if I’d do particularly well, but I’m mega curious so I figured I’d try. I've run two sessions of DW and basically half of my life DMing D&D (3e, 3.5e, 5e) and I think DW is probably the most fun and easiest to DM game system I've encountered and played, even for a new DM. This is going to be a deeply unsatisfying answer, but due to the nature of the game, the answers to your questions are driven entirely by how your players interact with the world. The core conceit of the system is that the fiction and the narrative drives everything that happens. You don't pre-create the world the way you would for D&D. You might have some ideas, but you necessarily require input from the players, since the game world is theirs too ("draw maps, leave blanks") So as a result, the players don't need to know anything about the system before playing, really. In fact it's probably easier for someone to understand if they haven't played D&D before, since D&D players will have to break the habit of asking you if they can do an action instead of just doing it. And yeah I think a session 0 is absolutely necessary. I used ours to have everyone create their characters and introduce them, then I we all fleshed out the world; any time a new city or location was mentioned, it went on a notecard on the table, thus we created our map. Then the players developed their bonds and shared backstories, then I dropped them into basically a scenario I drew out of a hat, which was "you're running from a fire that you didn't start, suddenly you're surrounded by an angry mob" Here's my first session summary (all of the notation is because of the tool Campaign-Logger that I use) My Campaign Log posted:@Krieg and @Jannos, after having been drinking at a bar in #Maro they found themselves in #Finning Forest, surrounded by an angry mob of ^Fox People from the town of #Felicitus . The mob, being held back by their mayor @Gerry Feathertoes was convinced that @Krieg and @Jannos were responsible for the burning of their crops and the theft of their town treasure. Witnesses had identified the thieves of the treasure as a large human and a dwarf. Essentially everything that happened is a result of "yes, and" and "no, but" improv, with actually very few moves. So this is a long way to go to say, you can absolutely do a one-shot, but Dungeon World to me has so far felt much more like a system where the players create the stories they want to tell, which may take more than one session
|
# ? May 3, 2018 17:18 |
|
Pollyanna posted:I’m considering GMing for the first time (I’m fairly new to TTRPGS), and I am thinking of running a Dungeon World one-shot. I have no idea if I’d do particularly well, but I’m mega curious so I figured I’d try. Personally I would not recommend using a pre-written dungeon. As an inexperienced improv-poor DM myself, I found it to be distracting as I tried to steer toward pre-determined elements. Instead, read/watch as much material as you can for ideas, and focus on building on your players' contributions. But, I'm not a terribly creative person at heart, so I feel like if I'm going to make Dungeon World's improvisational style work, I need to check my story prep at the door.
|
# ? May 3, 2018 17:29 |
|
PerniciousKnid posted:I need to check my story prep at the door. Yeah absolutely agreed on this. I certainly have ideas but I think it's better if the players reveal their own thoughts on what would be cool, through the fiction. In the second session, the players ended up killing the pirate captain and when one of the players went through the ship's cargo hold I asked him what he found, and he started describing how it wasn't as much money as he thought there would be and how, wow, maybe this pirate was totally full of poo poo about how scary and badass he was Which is a cool direction to take it and allows me to build connections of my own because now I'm asking myself, "hmm why would he be short on money? is there someone he owes a debt to?"
|
# ? May 3, 2018 17:42 |
|
That’s one of the things I’m concerned about - I’m not great at thinking quickly and I’m a very disorganized person, so I’m worried that relying on some basic stuff I write up ahead of time, even if it was really vague, would still confuse me. I’m worried about fumbling over my words, taking too long to think about the situation, not coming up with cool enough things, etc. I’m not a super creative person by nature either, and I’m not the quickest on the draw...I’m sure I could make it work, but I have no idea if I’m good at it yet. Stuff like writing down the various actors, principles to follow, and stuff helps - I have a poor memory.
|
# ? May 3, 2018 17:47 |
|
I know it's super easy to say, but with anyone who's worth a drat (and thus, ideally anyone you'd be playing elfgames with) absolutely won't mind a, "ah hey y'all give me one sec while I think through this"--that applies to any game system But DW is even better because if you feel like you're in a creative jam and can't come up with something, just ask the players I had my players going through a dungeon and I only "knew" a few things: the type of enemy I wanted there; that there would be a chest there with a thing in it I asked each of the players what they see, and now the dungeon room had giant columns, stalagmites, pathways and a door across the way. So with that in mind, I had the enemies flanking the door and the chest in the room that the doorway lead to. If you think of D&D as a game where the DM is the creator of an amusement park and the players are all there to experience the rides (and by rides I mean "combat encounters") that the creator comes up with, then Dungeon World is a game where everyone is 6 years old again and just coming up with cool poo poo and the DM is there to egg everyone on Waffles Inc. fucked around with this message at 17:56 on May 3, 2018 |
# ? May 3, 2018 17:54 |
|
Pollyanna posted:That’s one of the things I’m concerned about - I’m not great at thinking quickly and I’m a very disorganized person, so I’m worried that relying on some basic stuff I write up ahead of time, even if it was really vague, would still confuse me. I’m worried about fumbling over my words, taking too long to think about the situation, not coming up with cool enough things, etc. I’m not a super creative person by nature either, and I’m not the quickest on the draw...I’m sure I could make it work, but I have no idea if I’m good at it yet. One nice thing about Dungeon World is that the moves often tell you exactly what to do next. It's up to you to come up with the details, of course, but usually moves tell you what happens when a roll is 10+, 7-9, or 6- and you can sort of just go with it. Similarly, I'd recommend keeping the list of GM moves handy--they're simultaneously the rules you're supposed to follow and a good reference for "oh poo poo, what do I do now?" moments. Also, don't be too worried about having to stop and think for a moment. I've never had a GM who always comes up with flawless stuff off the cuff, and I sure as hell need to stop and figure out what happens next myself sometimes. Players will understand. Even better, you can ask them to pitch in. It's assumed in Dungeon World that players help to fill in the world along with the GM, so if you can't decide what's around the corner, just ask a player. Like, "You turn the corner and see something that makes your stomach drop. What did you see that's going to make this tough?" That kind of thing--leading questions that get to what kind of thing you want to happen, but let players fill in the details. I don't do that super often, but a couple times a session can be a lot of fun. It helps that Dungeon World doesn't use detailed monster stats or anything so all you really need to come up with when players encounter a monster you didn't plan on is "how much HP does it have," "how much damage does it do," and "what's dangerous about it."
|
# ? May 3, 2018 18:11 |
|
Pollyanna posted:That’s one of the things I’m concerned about - I’m not great at thinking quickly and I’m a very disorganized person, so I’m worried that relying on some basic stuff I write up ahead of time, even if it was really vague, would still confuse me. * The PC is attempting to walk along a narrow, slippery ledge (e.g. roll+DEX to Defy Danger) and fails - what's the logical consequence? The PC falls and is hanging by their fingertips (GM move: put someone in a spot), and now someone else will need to roll+STR to Defy Danger to pull them back up. And if that guy fails? Well, I guess they both fall! (GM move: inflict Harm as established) * The PC darts in to attack the body of the slimy-tentacled Otyugh and totally flubs the roll - what happens? You could just have the creature do damage, but where's the fun in that? It has slimy tentacles, so instead maybe it grabs the PC (GM move: capture someone) and starts dragging him towards its toothy, reeking maw. Yum! * The PC is attempting to fast talk his way past a guard (roll+CHA to Defy Danger) and gets an 8. That's a partial success, but it comes with a worse outcome, a hard bargain, or an ugly choice, so what happens next? Maybe you as GM know that this guard is just a regular bloke trying to get by, so you hit the player with the hard bargain; "The guard's totally not buying your bullshit. But he does loosen the strings on his coin purse. After you drop in a few dinars, he pointedly looks the other way and lets you pass." (GM move: make them pay). This is where the fiction is king. Try to keep your players focused not on the moves they're making, but rather on what it is that their character is doing. This is actually easier with new players. If what they're doing sounds like it triggers a move, call for a roll. Otherwise, if a roll isn't triggered, just let them accomplish their intended action. In either case, narrate a logical consequence of that action and move on. Once you get the hang of it, it's super-easy.
|
# ? May 3, 2018 19:06 |
|
This is some good advice. I’m starting to feel a little better about trying my hand at GMing, but I think I’ll read through the book again before I start getting ahead of myself...it sounds super cool tho!
|
# ? May 4, 2018 01:42 |
|
Pollyanna posted:This is some good advice. I’m starting to feel a little better about trying my hand at GMing, but I think I’ll read through the book again before I start getting ahead of myself...it sounds super cool tho! You can also read the DW guide; I found the written play example helpful when I started.
|
# ? May 4, 2018 02:37 |
|
Ok, so I had an idea that I wanted to put out there for people who have some experience with the AW system and people who are just getting into it: A training/practice camp of sorts. The way I imagine it is that some of the more experienced players would run a type of one-shot where new and veteran players could watch/play, but it would stop at certain points so we could pull back the curtains and explain what we were doing/why we made certain decisions in a round table discussion type of way. We could trade off running and playing to show different styles and learn different techniques. Kind of a workshop for GMs and players. Eh, it makes more sense in my head and is probably a dumb idea, but I thought I'd put it out there for interests sake.
|
# ? May 4, 2018 03:49 |
|
I do a lot of training and “train the trainer” model stuff for work and always thought that it could be a model for getting people comfortable with DMing. Lots of folks seem to think it’s an incredibly hard thing when really I think anyone who wants to can give it a half-decent go “Pulling back the curtain” sounds like the perfect idea for something like that
|
# ? May 4, 2018 03:53 |
|
|
# ? Apr 19, 2024 05:27 |
|
Overemotional Robot posted:Eh, it makes more sense in my head and is probably a dumb idea, but I thought I'd put it out there for interests sake.
|
# ? May 4, 2018 04:33 |