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Dungeon World / Re: Play Log. The second fall of New Dunfell
« on: July 05, 2011, 07:39:26 AM »
Fourth session posted up: http://omakere.tumblr.com/post/7260418785/fourth-session
Story form, quite long again.
Mentioned before the game that I'd felt I'd been to easy on the players with regards to them getting the priest to 'fess up to starting the mess. They felt that it wasn't to bad, and that having the rangers dog companion kill the priests daughter was not in fact an easy out.
The players made just about every roll this session, on the couple of failed rolls that did happen, I hadn't felt like I'd set a particular threat obviously, so I went with announcing future badness (the stirges*). Very much the thieves spotlight this time.
Edit: somewhat frustratingly they also bypassed a lot of the colour/interesting features of the rooms they passed through, staying firmly fixated on their goal.**
Of interest (to me as a DM at least) was that, while I was clear in my own mind that when a Loot (Wis) roll is made, there's no obligation to provide loot, when the successful roll was made, I still felt like they should find something. Really felt like I blanked on something inspiring/informative for them to find, ended up going with something like:
"You search the cave, but you cannot find anything really, just more tracks, you can't help but feel that whoever built this complex must have defeated and trapped the demon, they may well have left something useful behind in one of the other rooms." Which, really, felt a bit lame.
I need to pre-prepare a few "successful loot roll" clues, things that could be found should another loot roll be made. Took the time to think about a couple of unwanted attention options before this session (hence the stirges and the vision). I don't think there's a place for wandering monsters per se, but having an idea of what kind of monsters might show up if "summoned" by a bad roll, and laying the groundwork for that appearance in the fiction seems a good idea.
*I'm trying to provide a bit of a classic/clichéd/old school D&D feel here, as one of the players never played the game, so I want to give him a bit of that experience. Stirges seems appropriate in that context.
**Curse for defiling Christian sarcophagi :
Wisdom Check. 1-6 Choose 2, 7-9 Choose 1, 10+ Shrug it off
-Stigmata: blood flows from spontaneous wounds on the hands and feet (-1 cha checks.)
-Visions of perdition: Somewhat Distracting visions of eternal torment (-1 Wis checks)
-Tongues: The victim has a tendency to spout gibberish when attempting to communicate (-1 to any communication checks)
Effects last until the victim spends 2 minutes in sincere prayer asking forgiveness, in a church.
Story form, quite long again.
Mentioned before the game that I'd felt I'd been to easy on the players with regards to them getting the priest to 'fess up to starting the mess. They felt that it wasn't to bad, and that having the rangers dog companion kill the priests daughter was not in fact an easy out.
The players made just about every roll this session, on the couple of failed rolls that did happen, I hadn't felt like I'd set a particular threat obviously, so I went with announcing future badness (the stirges*). Very much the thieves spotlight this time.
Edit: somewhat frustratingly they also bypassed a lot of the colour/interesting features of the rooms they passed through, staying firmly fixated on their goal.**
Of interest (to me as a DM at least) was that, while I was clear in my own mind that when a Loot (Wis) roll is made, there's no obligation to provide loot, when the successful roll was made, I still felt like they should find something. Really felt like I blanked on something inspiring/informative for them to find, ended up going with something like:
"You search the cave, but you cannot find anything really, just more tracks, you can't help but feel that whoever built this complex must have defeated and trapped the demon, they may well have left something useful behind in one of the other rooms." Which, really, felt a bit lame.
I need to pre-prepare a few "successful loot roll" clues, things that could be found should another loot roll be made. Took the time to think about a couple of unwanted attention options before this session (hence the stirges and the vision). I don't think there's a place for wandering monsters per se, but having an idea of what kind of monsters might show up if "summoned" by a bad roll, and laying the groundwork for that appearance in the fiction seems a good idea.
*I'm trying to provide a bit of a classic/clichéd/old school D&D feel here, as one of the players never played the game, so I want to give him a bit of that experience. Stirges seems appropriate in that context.
**Curse for defiling Christian sarcophagi :
Wisdom Check. 1-6 Choose 2, 7-9 Choose 1, 10+ Shrug it off
-Stigmata: blood flows from spontaneous wounds on the hands and feet (-1 cha checks.)
-Visions of perdition: Somewhat Distracting visions of eternal torment (-1 Wis checks)
-Tongues: The victim has a tendency to spout gibberish when attempting to communicate (-1 to any communication checks)
Effects last until the victim spends 2 minutes in sincere prayer asking forgiveness, in a church.