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Messages - fusionmonkey

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Dungeon World / Re: New dungeon world GM question
« on: September 03, 2013, 05:25:45 PM »
Awesome! Thanks everyone for the help! I now understand where I messed up :)

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Dungeon World / Re: New dungeon world GM question
« on: September 03, 2013, 04:49:29 PM »
Yep, talking it out is usually a working solution. Describe your setting to the players and ask them to contribute. One of the most improtant job of the GM is to describe a setting that will have the players wanting to be a part of it. I guess that your players didn't really get what your setting was about, and this is why talking with them is so important. If the setting is too ''open'' you have good chances to end up having for character funny teen girls running around with pink hairs and chainsaws. ;)

While it might be welcome in some settings, the case isn't true for many others.

Okay I think I know what the problem was now. I misunderstood the freedom of Dungeon World which is my failing. I gave them too much free reign. Next time I won't ask such broad questions at the start. For the next session I'm running it for people who are actually interested in a campaign. This one was just kind of a test of me to work out the system and such. Mainly combat which was chaotic but a lot of fun. The next session is for five people from my local game store's facebook page. I posted up I was running Dungeon World and these people jumped at the chance. I think it's a testament to the game that within seconds of posting the ad I had five people going. "Do you still have places? I'd love to join!"

Next session for the start of the campaign I'm going to be introducing a cult called the "Jade Mask." I have some basic ideas about them written down but I've left blanks in the narrative. The game is going to start with the adventurers investigating the sounds of moaning and screaming coming from a cavern in the forest. What would you say would be a good way to open this? What kind of questions should I ask?

I think that's one of my problems is I ask far too broad questions leaving it open to crazyness and basically turning it into medieval saints row.

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Dungeon World / Re: New dungeon world GM question
« on: September 03, 2013, 03:28:48 PM »
I had a lengthy commentary that I was going to post, but I decided to spare everyone, as it occurred to me that I must first ask a question...

Fusionmonkey, do you enjoy creating campaign worlds?  Is there an existing world that you would like to use?  Obviously there's a "feel" that you're going for, but how much do you like the creation side of the traditionally GM'd game?

I love creating campaign worlds. As for existing word well I wanted to get away from that since I've been running Dragon Age and The One ring for the past few months and felt a little held in place by events and the lore. I was typically going for a Robert E Howard style swords and sorcery setting when I started off and the two more serious players really liked that idea. All the player classes had their place in the world and it was all fine until we had a bard with a mask over his face doing a constant dark knight rises Bane voice and a Paladin that worshiped Thor and basically wanted to be Thor from the comic books.

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Dungeon World / Re: New dungeon world GM question
« on: September 03, 2013, 11:15:48 AM »
It's nice to see I'm not the only one having this problem. I guess I should learn to say No more and to steer the game away from the ridiculous. What would you say are good opening questions to set the setting up after the bonds are put in place. I think I gave them too much freedom with "What is attacking you right now?" Thing is it worked in a demo game I played and It made a really interesting moment with our party being confronted by demonically possessed villagers.

Another thing I'd like to go over is maps and preparation for a one shot or first session. I understand one of the principles is create maps and leave blanks but should I fill in some rooms? I'm used to do much more structured go here, do this kind of campaigns but I got tired of being held in place and turned to Dungeon World. I guess I need to learn where the proper balance is for DW.

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Dungeon World / New dungeon world GM question
« on: September 03, 2013, 10:24:29 AM »
Hi everyone I just ran my first dungeon world one off yesterday and came up with a glaring problem. Any tips on how to curb player sillyness when fleshing out the setting and the lore. Two of the players I was playing with just seemed to want to create the silliest setting they could come up with and as a GM it's a little disheartening. Should I ask less open questions at the start or should there be a house rule to help curb stupid things like a bard singing 80's rock anthems to calm a banshee. Yes that was one of them. Or the many tentacled naked woman which was another. It was a terrible experience and the other two players weren't enjoying it because it was like the first two were just trolling the game. I tried to get it back on track by using loaded questions but the damage was done.

I am going to run another one off next week however but I'd like tips on how to stop this. I guess it's my failing as a GM so some tips would be great, especially for starting off a one shot and getting it on the right track or at least sticking to a less ridiculous theme.

 Another problem I'm having is just with starting gold. I noticed only a few classes get starting gold and it's a choice. Should I give them a small amount each or should I just stick with what the classes state?

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