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Dungeon World / Re: Ran my first game
« on: December 16, 2013, 11:23:36 PM »
Ran my second game, this time with some new members and the old. We ran The Slave Pits of Drazhu, which is awesome and I wish there were more like it as it makes things much easier on the DM. The Pit-slave character is awesome.
My question is regarding monster moves like for example "Rend flesh with infernal magic" How do I decide what this does when I want to pull this monster move, and am I understanding it correctly that I would only use monster moves when they roll a 6 or below?
Also do you always have to offer them a hard bargain or an ugly choice on a 7-9? I want to but it's kinda hard, but this is more of a GM fault. For example, my players were fighting cave trolls and they'd try and roll defy danger to jump on their backs to do damage, would they have to roll just a defy danger to jump on their backs to backstab it for damage, or both defy danger to close in and climb on the back and hack and slash to deal the damage (and get thrown off when they roll a 7-9 , particularly into a bad spot to be thrown to) I know I asked a similar question in my first post but I figured i'd reask.
Also should I never deal damage when a player rolls a 7-9. Say a player wants to run past one cave troll to defend a player being attacked by another cave troll. He rolls a 7-9, instead of having him take damage, I had him trip and have his weapon slide over to where the Cave Troll has ownership of it. I try to only deal damage on a 6 and below, but should I have instead given the player who ran past the cave troll the option to either trip and lose his only weapon (fucking him over on a 7-9 pretty bad) or another option, which I cant really think of right now, maybe hit as hes running be and be dealt damage, that way they have the option of taking damage or loosing a weapon?
Oh yeah a wizard who was really far from the fight missed his magic missile spell at a cave troll the players had surrounded, he missed and I think he knocked over a column and pinned a player under it. I could have made it a soft move and had the player try and defy danger to avoid the falling column, also I guess I could have had the spell misfire and actually hit another player directly or hurt the wizard himself, but I often dont know what damage to roll, the same damage as the magic missile spell, probably.
The game went well and the players seemed to enjoy it.
I couldn't think of any special hard moves for the cave trolls so I just gave them 10 hp and gave them like 1 natural armor on top of that, but they did some cool things like attacked pillars causing splash rock damage and taking the players weapons from them to wield.
Edit: these captcha questions are hard
The N_____ Core?
My question is regarding monster moves like for example "Rend flesh with infernal magic" How do I decide what this does when I want to pull this monster move, and am I understanding it correctly that I would only use monster moves when they roll a 6 or below?
Also do you always have to offer them a hard bargain or an ugly choice on a 7-9? I want to but it's kinda hard, but this is more of a GM fault. For example, my players were fighting cave trolls and they'd try and roll defy danger to jump on their backs to do damage, would they have to roll just a defy danger to jump on their backs to backstab it for damage, or both defy danger to close in and climb on the back and hack and slash to deal the damage (and get thrown off when they roll a 7-9 , particularly into a bad spot to be thrown to) I know I asked a similar question in my first post but I figured i'd reask.
Also should I never deal damage when a player rolls a 7-9. Say a player wants to run past one cave troll to defend a player being attacked by another cave troll. He rolls a 7-9, instead of having him take damage, I had him trip and have his weapon slide over to where the Cave Troll has ownership of it. I try to only deal damage on a 6 and below, but should I have instead given the player who ran past the cave troll the option to either trip and lose his only weapon (fucking him over on a 7-9 pretty bad) or another option, which I cant really think of right now, maybe hit as hes running be and be dealt damage, that way they have the option of taking damage or loosing a weapon?
Oh yeah a wizard who was really far from the fight missed his magic missile spell at a cave troll the players had surrounded, he missed and I think he knocked over a column and pinned a player under it. I could have made it a soft move and had the player try and defy danger to avoid the falling column, also I guess I could have had the spell misfire and actually hit another player directly or hurt the wizard himself, but I often dont know what damage to roll, the same damage as the magic missile spell, probably.
The game went well and the players seemed to enjoy it.
I couldn't think of any special hard moves for the cave trolls so I just gave them 10 hp and gave them like 1 natural armor on top of that, but they did some cool things like attacked pillars causing splash rock damage and taking the players weapons from them to wield.
Edit: these captcha questions are hard
The N_____ Core?