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Messages - Jackhalfaprayer

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Dungeon World / Re: Dungeon Starter example play?
« on: January 08, 2013, 01:14:23 PM »
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!

HyveMynd touched on this, but I want to re-iterate; The concern that the players will expect you to guide them through the adventure is a valid one. Especially if you're playing with seasoned vets of a certain other game (which we will not name here but simply refer to broadly) they might be hard wired for this sort of thing.
Getting them out of this mind-set and letting them experience the fun that comes from authoring the setting and background might not be the kind of thing they are ready (or willing, or perhaps even interested) in jumping into with both feet.

So, talk about it a little with them up front. Just as HyveMynd said. Let them know this is part of the game. Talk a little about how that is part of what makes DW different and fun. If they are excited by the prospect, great. Proceed as normal.

But when they get a little lost or if they aren't head-over-heels for the idea. That's fine too. Just let that part of the game be pushed to the back burner a little. Plan to run the adventure in a more traditional sense. Give them back-leading when they need it. But every now and again, ask the for some detail, some piece of history, some element of the world. Let them see how fun it is. In short, spoon-feed them. Take it slow. Once they get a taste for it, they will want to take the reins more and more.

The game won't break if you have to be a more traditional GM. Nobody is going to come to your house, take the dice from your hands, and tell you you are doing it wrong.

If your players need a more structured experience before they get used to all freedom, give it to them. And then slowly take the training wheels off.

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Dungeon World / Re: DW Module - The Shallow Sea
« on: October 03, 2011, 12:42:37 PM »
(This didn't seem to work the first time I posted it, and the link was broken, so I'm trying again)

It's October! My favorite time of the year... In honor of this month, Halloween, and my love of DW I wanted to contribute something along the lines of Mease19's wonderful Dungeon Starters. I also really love Castlevania. I hope to turn out enough of these to represent a good portion of The Castle as the month goes by. I've got lots of notes written up. All I need is time (and focus).

Check it out:
The Dying Garden

Of course if you really want that Castlevania flavor you'll need these:

Die Monster!
When you destroy one of the children of the night roll + CHA:

    On a 10+ Pick 2
    On a 7-9 pick 1

o The Monster is destroyed and does not rise again at the least convenient time. No destruction ritual is necessary.
o Those suffering under the monster’s curse are freed/laid to rest.
o The Monster drops 1d6 hearts.
 
Sub-weapons
 
Daggers
Close, Damage 1D4, Piercing 1, Silver
When you fling your holy silver daggers at your enemies roll +hearts spent (max 3).

    On a 10+ Pick 2
    On a 7-9 pick 1

o Gain +1 forward on your next Die Monster! Roll
o Your attack gains the Far tag
o You may target X enemies where X is the number of hearts spent
o Your attack gains X piercing where X is the number of hearts spent
 
Holy Water
Close, Damage 1D6,
When you throw a vial of holy water at your foes roll +hearts spent (max 3).

    On a 10+ Pick 2
    On a 7-9 pick 1

o Gain +1 forward on your next Die Monster! Roll
o Your attack gains the Messy tag
o Targets are wreathed in flame and can do nothing but try to put it out.
o The fires last for a good while

I can't seem to come up with any other good sub-weapons rules though...

3
Dungeon World / Re: DW Module - The Shallow Sea
« on: October 01, 2011, 09:45:57 PM »
It's October! My favorite time of the year... In honor of this month, Halloween, and my love of DW I wanted to contribute something along the lines of Mease19's wonderful Dungeon Starters. I also really love Castlevania. I hope to turn out enough of these to represent a good portion of The Castle as the month goes by. I've got lots of notes written up. All I need is time (and focus).

Check it out:The Dying Garden

Of course if you really want that Castlevania flavor you'll need these:

Die Monster!
When you destroy one of the children of the night roll + CHA:
    • On a 10+ Pick 2
    • On a 7-9 pick 1
    o The Monster is destroyed and does not rise again at the least convenient time. No destruction ritual is necessary.
    o Those suffering under the monster’s curse are freed/laid to rest.
    o The Monster drops 1d6 hearts.
     
    Sub-weapons
     
    Daggers
    Close, Damage 1D4, Piercing 1, Silver
    When you fling your holy silver daggers at your enemies roll +hearts spent (max 3).
    • On a 10+ Pick 2
    • On a 7-9 pick 1
    o Gain +1 forward on your next Die Monster! Roll
    o Your attack gains the Far tag
    o You may target X enemies where X is the number of hearts spent
    o Your attack gains X piercing where X is the number of hearts spent
     
    Holy Water
    Close, Damage 1D6,
    When you throw a vial of holy water at your foes roll +hearts spent (max 3).
      • On a 10+ Pick 2
      • On a 7-9 pick 1
      o Gain +1 forward on your next Die Monster! Roll
      o Your attack gains the Messy tag
      o Targets are wreathed in flame and can do nothing but try to put it out.
      o The fires last for a good while

      I can't seem to come up with any other good sub-weapons rules though...

      4
      Dungeon World / Re: Dungeon World PBEM
      « on: May 26, 2011, 11:45:25 AM »
      Thanks for the input!

      I've taken your advice, especially about the fact of where XP comes from. The cycle of get powerful, kill monsters to get more powerful, to kill bigger monsters, to get more powerful is hard wired into these guys brains and I'm happy to say that at least one of my players is in love with the relationships = XP system.

      We'll most likely be going with a play by forum system. Does anyone have any suggestions for which forum to use? How do you you like the play by forum system you've been using Ludanto?

      5
      Dungeon World / Dungeon World PBEM
      « on: May 24, 2011, 05:58:15 PM »
      So I'm going to run a PBEM Dungeon World game for some old college buddies of mine. I've only had a little experience playing AW, and none running it. Also this will be the first indie-game that these guys will have experience with. They're pretty hard-core 3.5 players and I'd hope that this will be a nice way to stay in touch as well as expose them to some of the awesomeness that is going on outside of the mainstream.

      I have the following questions:

      Does anyone have any advice on how to run a PBEM game in general, but especially in reference to AW. How do you think it would be best to deal with beginning of session/end of session stuff as there will be no sessions, per-say.

      How best do you think to run the first few games for a bunch of 3.5 players? How much should I prep them for how differently AW runs? Should I just throw them in and see how they swim? If you do believe they deserve some warning, what points do you think would be best to give them (without getting too deep into theory knowing that they'll just skip that stuff anyway).

      Thanks in advance!

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