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Topics - mease19

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Dungeon World / Dungeon Starters, Microfronts, Ailments & Maladies
« on: June 10, 2013, 10:48:10 PM »
A couple people have been asking about supplements that I've made for Dungeon World over the years so I put them up on my site.

Dungeon Starters - A useful format for prepping the first session of a campaign or just a one-shot.

Microfronts - Another tool for GM prep that focuses on a single scene, like a mix of encounters and Side Treks.

Ailments & Maladies - A supplement for dealing with disease in Dungeon World.

Murderous Ghosts / First try with the wife
« on: October 11, 2011, 10:08:36 AM »
Ok, so my wife is a fan of horror movies and played a little World of Darkness a long, long time ago.  She's not a RPer at all.  She cautiously agreed to play with me because of the theme and because I said it was short.  As per the instructions, I made her be the MC.

In brief: I played Ray and found myself in a underbasement full of debris and lots of dried blood and shredded clothing.  There was some strange goo on the floor and I heard something but couldn't tell what it was (and then it stopped).  I told the MC about how Ray really looked up to his scout master who taught him the basics of spelunking after his dad left.  I decided that this was madness (largely because I figured Ray was freaked out and didn't trust his senses).  So Ray went out into the hallway to investigate the noise and into an adjacent room.  There he found a ghost clawing at the wall.  Ray really hoped she didn't look at him but then the ghost ended up turning to walk toward him.  He hoped that he wouldn't start begging (so he could get the heck out of there).  It didn't really work out for him and he had to do something else instead.  Being Jewish, he grabbed the Star of David he wore as a necklace and began to pray (I didn't see that that was an option for a different card draw until later).  Clutching his neck seemed to enrage the ghost who neck now obviously had strangle marks.  I told the MC about how Ray had always wanted to fix up his dad's old car before he died.  As the ghost attacked, Ray shoved the amulet in her face and yelled a prayer.  Ray got murdered by a ghost.

-Best line from the game: "It smells like ghost in there."
-My wife was unclear about how and when I could escape.  She only saw the references to specific numbers later.  It might pay to say something about how the game ends up front.
-#29, it should tell the MC to ask the player "what do you do now"
-#17, it wasn't clear whether the number you picked should correspond to the type of ghost you chose
-My wife had the same problem that I did as MC in that she wanted to start of sort of low key rather than with obvious evidence of violence.  I had to ask a bunch of questions to get to a point where I could choose Madness.  It might be worth a note to the MC to really hit the player on the head with the violence.  My advice to her was to imagine a horrible scene from a movie and imagine what it looked like to someone arriving the next day.
-My wife took a little while to get comfortable with narrating and making up a story and telling it.  After 3-4 sections she stopped looking sheepish, loosened up, and started to get into it.
-My wife also wasn't sure how much of the plot she needed to think up at the beginning. 
-In the end she said that she would be willing to give it another shot later in the week.  That's how I know she didn't hate it.

Dungeon World / DW Module - The Shallow Sea
« on: September 10, 2011, 09:08:38 PM »
Ok, I thought I'd put out one last Dungeon Starter, what with trilogies being so popular these days.  

The Shallow Sea

As with the others, any questions, comments, or cuss words are welcome.  If you use this to start a game of Dungeon World, I'd love to hear about how it went.

Dungeon World / DW Module - Black Oak Ridge
« on: August 09, 2011, 05:50:53 PM »
Well, no one seemed to hate the last module I put up, The Goblin Hole, and it got a decent number of page views.  I'm counting it as a success.  Anyhow, I had a couple extra pics and a few ideas rolling around so I decided to put together another one.

Behold: Black Oak Ridge

Same as last time, comments and suggestions are welcome.  If you decide to run with it, I'd be thrilled to hear how it goes!

So, I was thinking about what happens when bonds with other PCs are broken, abandoned, completed, or rendered moot.  Surely, bonds are not forever.  I think they're probably there to get you started and create some initial relationship webbing.  Later, fiction may change even the strongest of bonds.  Hence:

When a bond is broken, abandoned, complete, or rendered moot, ask the player with whom you had the bond to choose one for you and one for them.
-Take 2 xp
-Write a new bond and take +/-1

I like it because you if you've screwed someone over, they get a chance to write a bond with you in retaliation and put themselves in a good position to interfere with you.  On the other hand, if things are good, then you both get something out of it.  Anyhow, just a thought.

Dungeon World / DW Module - The Goblin Hole
« on: July 28, 2011, 12:31:02 PM »
Ok, so I've had this bug crawling around the back of my brain about what a Dungeon World module would look like.  I put this together a while back but now that we've had a look at the module in the redbook version, I thought I'd throw mine out there as well.

My goal was to have something that didn't dictate plot or step on the toes of the Fronts or replace the GM playbook sheets.  It would be something that you could just grab out of your bag when someone said, "Hey, how about playing Dungeon World?" after dinner at a con and you could just run with it.  It should have a unified theme and flavor but really just be an unordered cloud of blanks and hooks (notice there's no map) with some appropriate moving parts to make you look look oh so prepared.  It should reinforce what you should be doing as a GM during that first session and make sure that they don't ever see you sweat.  Anyhow, here's what I put together.  Any comments or critiques would be welcome, please pardon my unsophisticated graphic design skills.  

The Goblin Hole

Note: Sage - If there are any attributions you'd like to see on fan-made DW stuff, let me know and I'll edit it.

Dungeon World / Alignment and Interferance
« on: July 06, 2011, 12:23:54 PM »
In our current DW game I am playing a bard with the alignment Neutral.  
"When you avoid a conflict or diffuse a tense situation, mark XP."
I used Parley to try to get my party to lower their weapons in a tense situation.  I rolled an 8.  Another character, who had a bond with me, then interfered to negate my roll (8-2=6).  Combat ensued.  Do I mark XP?  

On the one hand, I made a move to diffuse a tense situation and avoid a conflict.  It would be consistent with rolling highlighted stats that my attempt is what matters, not the success of the move (e.g. if DEX is highlighted I still mark XP if I fail my Defy Danger roll).  

On the other hand, in the fiction, I was not able to successfully diffuse the situation.  A literal interpretation of the rules would dictate that I did not, in fact, diffuse the situation.

Which is more important, the intent of your actions or the outcome?  I could see it going either way.

[edit] Furthermore, do I mark XP when I run away from a fight?

Dungeon World / Bard's starting moves
« on: June 07, 2011, 01:50:45 PM »
When you make a bard character, you have a choice between some different moves but can't take them all ("Choose three of these moves to start with").  The advanced moves section says, "When you gain a level from 2-10, choose from these moves."  Does that mean that once I choose my 3 starting moves, I can never get the unselected moves because on levels 2-10 I must pick from the advanced move list?

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