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Messages - Kristoffer

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Dungeon World / Re: Dungeon World... new DM
« on: February 16, 2016, 01:28:10 AM »
This was great advice, thanks! Now, I only have to get the players to boldly make stuff up :)

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Dungeon World / Re: Dungeon World... new DM
« on: February 14, 2016, 06:18:41 AM »
Thanks all for your input!

The rulebook/guide also mentions leaving blanks in the maps for the players to explore. I can see how blanks can be filled out by the players in the first session, but after that, once the campaign is started, how would this happen?

The DM asking the players what they find on their journey? This could lead to absurd situations...


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Dungeon World / Re: Dungeon World... new DM
« on: January 25, 2016, 03:01:19 AM »
ok so we had our first session last friday. we had a blast!

I made some errors, made some hard moves as a consequence of partial successes and so on. It is hard to let go of conventional RPG-thinking...

At one point I let the party set a trap that shouldn't have been possible. They were in a cave, and they proposed to make some rope-contraption that they attached to the wall. I guess I did not ask enough questions; had I asked "how are you doing this exactly, with what?" it would have been evident that what they intended to do wasn't really possible.

It also struck me that using some models during combat would aid in getting everyone to have a common understanding of what is going on.

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Dungeon World / Re: Dungeon World... new DM
« on: January 11, 2016, 02:18:27 AM »
I promised to be back with a report from the 1st session... which never happened because of illness.

Nothing else to report for the moment.

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Dungeon World / Re: Dungeon World... new DM
« on: December 22, 2015, 01:46:51 AM »
I will! (It is scheduled for Jan. 8)

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Dungeon World / Re: Dungeon World... new DM
« on: December 21, 2015, 02:40:58 PM »
Yes it does! Thank you very much Munin for taking the time to write this (y)

Perfect :) thanks

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Dungeon World / Re: Dungeon World... new DM
« on: December 21, 2015, 01:07:20 PM »
Thanks!

But you'd have to have an adventure hook of some kind, right? I mean the characters need to be informed about what is going on in the world (dangers, grim portents) otherwise they have no possibility of acting to change things.

So some minimal pre-planning would be in order, right?

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Dungeon World / Re: Dungeon World... new DM
« on: December 18, 2015, 03:01:18 PM »
Thanks for your reply

I have further questions. If my stupidity is getting on your nerves feel free to ignore my questions

I wouldn't ask the players much of anything about points of interest. I might ask the characters. So, if the character would have a reason to know what something looked like you could ask them, but if not its your job to tell them about the world.

The rules tell us not to make maps or any detailed plans. But why not, if it is the DM's role anyway to tell the players about the world. When they enter a dungeon, isn't it easier to have it all mapped out? Especially if one's improv skills aren't that good?

Quote
Again, there's no reason to tell the players anything about your fronts other than rough the lense of the character. That's what the questions to the players are trying to tease out, who knows things, who's not from around here, who might have secret sea elf knowledge, etc.

So, in theory, one could end up with a situation where no one has any idea about what to do?

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You don't have the job of getting the players in touch with grim portents, you're playing to find out what happens and following your other principals.

In practice, what does playing to find out what happens mean? I find this statement intriguing, but I cannot imagine what it means.

I tried searching the web and found examples of play, but mostly fights and actions scenes. I think the engine handles these things in a most excellent way but I am still totally lost as to how the other principles apply. There seems to be something here that I cannot wrap my head around, and I fear I will never do it unfortunately.

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Dungeon World / Dungeon World... new DM
« on: December 18, 2015, 07:19:46 AM »
Hi all

This is my first post... and it's about a common problem it seems. I am used to conventional systems, and DW is really hard for me to get my head around. I am super-excited to try it out but it seems to require a completely new mindset.

If we use the front from the beginners guide as an example (found here http://apocalypse-world.com/forums/index.php?topic=4996.0). I will ask my questions in bullet form... I will greatly appreciate it if someone could provide some input.

1) How would you start this adventure? And would the players know about the dangers from the get-go or would they find out by interacting with NPC:s?

2) There are certain "questions for the players" listed. But isn't the whole game based in large part on asking questions from the players? If so, why are these specific ones listed?

3) If players approach a point of interest, would you ask them "ok, what is the place like?" or would you make it up as you go?

4) The dangers/grim portents... how would you get the PC:s in touch with the dangers/grim portents (in order to stop them from realizing)?

5) How should the "stakes" be used? Who should answer these questions, and when?

I guess I am so used to conventional RPG thinking that I really stumble... yet me and my group are really interested in giving DW a go.

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