Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Jingo

Pages: [1]
Dungeon World / When are Bonds resolved?
« on: August 22, 2012, 09:22:35 PM »
I GMd a game about a week ago with three of my buddies (btw it was one of the best DW games ever, I might add, the world we created together was mind blowing!)

But we ran into a little snag regarding Bonds. One of the chars had this one... I think:

"_______________ has stood by me in battle and can be trusted

He felt "Yes he stood in battle and was trusted!". The other player said. "Yup!"

So what now? Does it go away? Or does it reset, because it's possible he's trustworthy in this one fight, but what about next one? Maybe he won't be? So do they just treat is a a reset? Take the XP at the End of Level move for a "resolved" bond and then reset the same bond? That's what we ended up doing. It felt a little like they were just trying to get the XP--I was okay with that though because I wanted them to experience leveling up. But maybe some clarification on this and more examples on how to use Bonds between players would help.


Dungeon World / DW - Single Player?
« on: July 14, 2012, 12:19:54 AM »
So... my DW gaming group lately consists of me as the GM and 1 player (my 14 yr old son). Yeah it's weird, but that's the way it is right now.

Couple of questions:

1) Does anyone have suggestions on running DW with a single player? I know it's not really made for that, since Bonds and inter-player relationships are such a integral part of the game, but I'm wondering if something like that can be modified to work with NPCs played by the GM? Ideas?

2) How do I leave blanks if the character knows nothing about the world? Here's what I mean: the way the first adventure and the world shaped from his questions, the character is a cleric to an unknown god (unknown by others) and comes from a reclusive village that was actually protected in ages past from some ancient danger that no one remembers why by some sort of magical barrier. No one has come or gone down the road leading in or out of the village for hundreds of years.

Except for him.

He stepped through the magical barrier and found himself in a world he knows nothing about. So far so good, but then I ran into problems. It feels like I can't leave blanks for him to fill in if his character has never been here, how would he know anything? Or are blanks more than what the character knows? Can it be something that the player can help out with even if the character knows nothing?

Similarly, can Spout Lore work in such an unknown world?

Part of the difficulty stems from me not fleshing out the world some the first place. I should have given more structure to start with and maybe it wouldn't have developed the way it did.

Things are getting better now that we have two sessions done, but still it's a little weird not leaving blanks. Ideas?

Dungeon World / Question about DW hardcover
« on: June 30, 2012, 12:22:02 AM »
Will the DW hardcover versions only be available for kickstarter contributors of $65+? Or are the hardcovers goings to be available to the general public? If so, how much will they be?

Dungeon World / Some Spell-related Questions
« on: August 31, 2011, 12:52:23 AM »
Some magic/spell related questions. I'm using the print-layout version.

Level 1, Ongoing, Illusion
Choose an ally: nobody can see them. They’re invisible! The spell
persists until you make a move or dismiss the effect.

So, it says choose an ally. Is that supposed to include or exclude the castor? If the castor is included, perhaps this could be written as choose yourself or an ally.

Another question.

Cast A Spell (Int)
When you release a spell you’ve prepared, roll+Int. On a 10+, the
spell is successfully cast and you do not forget the spell – you may
cast it again later. On a 7-9, the spell is cast, but choose one:
  • You draw unwelcome attention or put yourself in a
spot, the GM will describe it
  •The spell disturbs the fabric of reality as it is cast,
take -1 Ongoing to Cast a Spell until you Prepare
Spells again.
  • After is it cast, the spell is forgotten. You cannot cast
the spell again until you Prepare Spells.

The second bullet item:

The spell disturbs the fabric of reality as it is cast,
take -1 Ongoing to Cast a Spell until you Prepare
Spells again.

Is the GM actually supposed to apply an effect that "disturbs the fabric of reality"? Like, "Sure, you're fireball goes off, but something unexpected happens... it starts raining droplets of flame as well. Soon the trees around you are catching on fire. What do you do?". Or is that phrase just intended for flavor text for this -1.

Personally, I think it'd be fun (ie fantastic) to have a "weird" magic effect happen with that result, and going with the Agenda to make the world fantastic, I should probably do it, but was curious about the author's intent.

Dungeon World / Some General Questions
« on: July 12, 2011, 06:30:28 PM »
Played my second session with my kids the other day. Some things that came up:

Research Move. The party traveled to a port city on a wide river. It had a good sized library. The Wizard wanted to research all kinds of things--mainly I suspect to just try to get XP. But it did fit with his bookish character. If INT is a highlighted stat for that session, couldn't a wizard just spend all his time in quiet contemplation and thereby get XP? Is there a required amount of time for how long the research should take. It just says "some time". Seems like there should be some limits or some sort of restriction. The Wizard's Research and Ritual moves allowed him to reach 3rd level while the others barely crested 2nd level at the end of the mission.

Continuing with Research, how would someone who isn't The Wizard research something in the library. The fiction could be the Thief for example goes to a library and says "I want to read up on how to make poisons." If they don't have Research skill can they not research? Would it be Discern Realities instead? Sorry, not sure how to handle moves that could reasonably performed by another class.

Prepare Spells Move. Similar to above, any guidelines on how long it takes the Wizard to prepare his spells? It just says, "When you spend uninterrupted time in quiet contemplation...."Is it quicker for lower level spells and longer for the higher level ones? Is this 5 minutes per spell? 2 hours?

Animal Companion. The Ranger has an animal companion. She chose a cougar. How much damage does it give in combat? Same as the Ranger?

Summon Lesser Monster. Does the Wizard get the exact creature from the monsters section? What constitutes a "lesser" monster, as opposed to a greater one? What's the dividing line? Does it have a limit on amount of HPs or anything?

Thanks! We had fun playing.

Dungeon World / Gm worksheet?
« on: June 24, 2011, 07:45:13 PM »
The PDF makes reference to filling out your GM Worksheet after a session but I didn't see any printable worksheet? Is there something official that's in the works? Or is this just a diff way of saying, get out your own notebook and take notes.

Dungeon World / Moves and Holds
« on: June 23, 2011, 02:22:10 AM »
I understand the concept of a move. But I'm not sure how quickly or how often something can be retried. Some players may try to abuse this, using the same move over and over just to get XP when rolling their highlighted stats. Perhaps this could have a rule if there isn't one (I checked but couldn't readily see it).

Regarding Holds. If you get more than one Hold, (like on Defend, for example). How quickly can those be spent? Can you spend all three whenever you want, right away--all three, instantaneously, for example? Or are there rules that govern that? Perhaps some clarification could be added.

Dungeon World / Ran my first Dungeon World
« on: June 19, 2011, 01:56:37 AM »
Hi all. First timer. I wanted to give some feedback and join the adventure's guild. First some background. Long time roleplayer and sometime gamemaster, but not familiar with this system. I  mainly run d20 styled games. As a full-time dad with little time to get together for face-to-face group of the old gaming buddies, I usually end GMing for my 13 year-old boy.

He was asking to play an RPG that was something new and where it didn't take an hour to make characters. So, we gave this a shot. I didn't really have anything prepared at the time, but I broke out a PDF of Dungeon World I had sitting around when I was a player of an earlier game.

He decided to play a befuddled aged wizard character, and after he examined his whopping 4 hit points, he also decided to make a second character (a fighter) and play both.

I eventually took over the Fighter character to help improve social interaction, but he would play it like a hireling--giving it orders and so on.

The adventure setting took place in a small village a few days journey from real civilization and the adventure hook was him seeing something suspicious pass by outside his window on a dark and windy night.

We got bogged down a little on figuring out how well could his character spot something that was hidden. We thought perhaps Discern Realities move, but the wording is "When you closely study a situation..."

But his char wasn't closely studying it... He was just glancing out the window to get a better look. So, I guess it was hard for us to break away from the standard d20 "make a spot check" type roll. Eventually I just told him what he saw according to what I thought would be most fun and just ran with it.

One of the cooler aspects was his Contact Spirits spell which he employed to figure out who or what it was that passed suspiciously by his window. I like how the spirit decides the questions it asks itself on a hold. We enjoyed role-playing that out and it added a lot of flavor to the game. The spirit, in fact, instead of just answering the questions and leaving, would try to bargain with the wizard to see what it could get out of it for providing information.

The spirit told him someone had tied and that launched off an entire investigation scene and the plot thickened from there.

It was decidedly light on combat since he was playing a wizard char so the adventure was largely investigative with him tracking down the murderer which turned out to be a small boy in the village, which in turn wasn't really a small boy but only a shape-shifter type creature that had taken the form of the real boy. He killed the shifter when the murderer's treachery was revealed and the boy attacked him, and blasted it out the second story window of the boy's room with his magic missile spell with all the villagers.   

We liked how quick it was to make a character and the speed of the game. We had played Tracy Hickman's XDM previously and wanted something fast, but with a bit more structure. This seemed to fit the bill.

Some things that I think would help the game:
  * Give more examples of things. Combat for example. I know there aren't rounds or initiative, but he got a little upset when things started to happen without him because he didn't speak up when I paused to let him say something. Maybe take a typical encounter and describe the moves that would be used for different things as a party of characters works through it.

  * Explain what a hold is better. It took us a while to grasp what a hold really was. Give some additional examples.

  * There are things that are mentioned but aren't explained in the PDF. For example, Make a Stand or Pull a Stunt are referenced in some moves or spells (like Sanctuary for Cleric) but the rules don't explain these elsewhere (at least not in the version we had). I still don't know what they are. There may be others.

  * Maybe provide some optional rules for running an undersized party (maybe even 1 on 1) games if such variations are available.

All in all we had a fun night an will likely grow our oneshot into something larger. Thanks for the good work.

Pages: [1]