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Messages - Snamo Zont

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Dungeon World / Re: Dungeon Starter example play?
« on: January 15, 2013, 03:19:33 PM »

FWIW, this is exactly what I did in my first game. Except it was way worse, because I had no setting at all. I literally started the game like this:

GM: (turns to player A) What are you doing?
Player A: Sleepwalking!
GM: Where?
Player A: In a graveyard!
GM: (not much I can do with a sleepwalker. Turns to player B) You wake up and Character A is missing. What do you do?
Player B: Look out the window. Do I see him?
GM: Roll discern realities...

Blah blah etc. Once I got them rolling dice, they soon failed rolls, and we soon had a burgeoning zombie apocalypse. All I'm saying here is that this CAN work, it worked for me though it was admittedly a little rough. It may have helped that I was playing with teenagers, not jaded old timers with assumptions and expectations. Having something like a Dungeon Starter would make it easier as at least it gives you something to stimulate your imagination. I was initially drawing blanks which kind of sucked.


That actually sounds like a great way to start a game night. If the expectations don't start too high, where it could lead might be surprising. 

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Dungeon World / You are a forgotten god...
« on: January 15, 2013, 10:23:26 AM »
You are a forgotten god, trapped in a ring by your long gone brothers and sisters for killing a devoted follower. A team of adventurers have recently unearthed your temple. You offered an escape route to the endangered adventurers for an opportunity to accomplish something. One of them agreed and put you on. Now you and the adventurers taste the cool air of freedom. What do you do?

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Dungeon World / Re: Dungeon Starter example play?
« on: January 09, 2013, 04:38:50 PM »
There were some really great answers here. And they definitely help, thank all of you for responding.

I seem to be battling a very old-school mindset - a prescriptive "i'm the DM and here is your adventure - behold" perspective. Typically I'm waving around my hands when i say that.

Letting go of figuring out every bit of the story, or of at least setting up a literal narrative flow, is the tough part. But I'm completely in love with the "cooperative narrative" idea so i'm going to keep working to open up.

For the next session i've got a campaign front figured out and an adventure front for the night. Both have story points that the players have contributed from the first session, so I'm happy about that. I've got plans on how to get more out of them, and what I hear will easily become the following adventures.

Here's to over-thinking!

/Snamo Zont

4
Dungeon World / Dungeon Starter example play?
« on: January 06, 2013, 07:59:40 PM »
I think there are a few missing pieces (in my mind) that are keeping me from truly understanding a major part of this game.  Hints of a magic "ah ha" taunt me between the lines of the manual, posts in here..etc.

One thing I think would help would be an example play using one of Miller's dungeon starters.  I've read and listened to a few plays of DW, but these plays didn't seem to start from the same place that the dungeon starters do (conceptually.)  I'm sure an example play of one of these probably doesn't exist, and I might be in danger of fogging up my point, but here goes.

Let's take The Shallow Sea for example. An awesome setting...waist-high sea. Each Starter has a list of Questions, these questions are about the specifics of wandering in the sea. Then there's Impressions, cool scene starters or enders. Some custom moves...creatures...and then items.

With the assumption that these Starters are a representation of all the prep you need for a first session, how would you, the DW-experienced reader, start out the session. I get everything up until I try to imagine starting the game. 

ME: Ok, so that's the setting.
PLAYERS: Awesome. pretty cool. Been in this sea forever, our legs are all shriveled.  Let's start!
ME: Ok, yea cool. So.....why are you here and where are you going?
PLAYERS: isn't...that...you're role in this?
ME: Right! er...let me ask you more questions...Could someone point to random places on the map and tell me what's there so that I can think up some stuff to put there?
PLAYERS: er....let's play Dominion!

I'm sure someone could respond to this post by simply saying "ask questions! find out what they want, and then listen.....". I've read a ton of posts here. I've listened to a podcast, i've read a transcription of play - and I have to say every example of play i've seen has indicated a pre-planned plot or agenda by the GM.

In fact, i almost didn't have a first session until I downloaded the DW two-hour demo adventure...that one made sense to me and it led me to create the Steely Knives adventure i posted earlier. But I know that the Slave-Pit wasn't kind of example of adventure that the Starters and the manual eludes to.

So - are the Starters missing alot more questions and/or prep that I should be responsible for - or am I missing the "ah ha" point that I need?

Thanks for listening,
/Snamo Zont



5
Dungeon World / Re: Steely Knives (an adventure)
« on: January 06, 2013, 07:22:00 PM »
I dig it! It's like Motel Hell meets Silent Hill by way of Clive Barker. It appeals to my old-timey splatterpunk sensibilities. Ag is freaky-creepy.

I'm afraid I don't much care for the ghost-cook recipe thing. It reminds me of the little mini-game/puzzle things in computer RPGs that I always either skip over or cheat to get through. That's just my tastes, though. Healer's Angel is a pretty cool potion, though.

At the very least I'm probably going to steal the Butcher for some future adventure.



thanks!  Well, the first mention of Motel Hell in 2013 has happened earlier than i thought, ha. 


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Dungeon World / Steely Knives (an adventure)
« on: January 04, 2013, 02:40:31 PM »
Hi all

Was a backer and lovin the game so far. I haven't had a group to rp with for a long time, so i'm a bit rusty.  This is the first adventure i put together for a small group of friends...i know it's a lot more detailed than what's suggested, but i'm still getting my head around "leaving holes" and "play to see what happens". 2/3's of my group have never rp'd before - so it's going to take us all a little bit to get used to this.

I hope you find something in this little adventure you like, we had a great time.

/Snamo Zont

https://dl.dropbox.com/u/24213584/DW_Steely_Knives_SnamoZont.pdf


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