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Messages - (not that) adam

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271
Dungeon World / Re: Spanterhook guild?
« on: March 29, 2012, 06:31:05 PM »
Maybe it's time for me to give up and go play Chutes and Ladders.

Anyway, thank you very much. If it's worth it, I will post an actual play!

272
Dungeon World / Spanterhook guild?
« on: March 29, 2012, 05:54:39 PM »
I purchased the 5$ version of DW, but I can't find anywhere the spanterhook guild adventure, aside from the RedbookPlayBooks.pdf file. Is it available at all? If it is, where can I find it? Tomorrow night I'm gonna play and I would like to run this adventure (from what I've seen in the playbook).

273
Dungeon World / Re: Adventure moves that give XP?
« on: March 29, 2012, 11:05:49 AM »
well thanks everyone for the replies. I have to think a bit more about how I would like to implement something like this (more over, I have to play very much more). I really, really like the "offer an opportunity" thing to lend out xps, and I will absolutely try it next time I play.

However, I also would like to avoid the "question mark over the villager". I would like more player-decided things. Maybe something like this:

character creation step #14
Write down the goals of you're epic quest. Try to stay focused on short-term goals; if you have in mind a long-term quest, just divide it in smaller, consecutive goals to be achieved one at time.

End of Session
When you reach the end of a session, […]. You can also change the goals of you're quest.

Quest
When you achieve a goal of you're quest, mark xp.

then, the GM simply builds adventures based upon the quests decided by the players, trying to figure out how to make a challenge of every goal. Yeah, I played too much of burning wheel.

274
Dungeon World / Adventure moves that give XP?
« on: March 29, 2012, 03:15:58 AM »
Hi everybody! New guy here from Italy. I was going to present myself telling you my story with DW, but I'll save it for later.

So, here's the point: how about having adventures with tied in moves that give XPs? Just to have another mechanical reward beside money for living the adventure, making the players feel more satisfied about exploring a dangerous place filled with flesh-eating monsters instead of just going ravage the duke's mansion (wich could be another adventure itself, but you get my point).

I'm thinking like the new Marvel Heroic Roleplaying event milestones (wich in turn are based on solar system's Keys and Key Elements).

Examples:
• when you kill the boss, mark xp
• when you save the lady, mark xp
• when you disrupt the arcane ritual wich would doom us all, mark xp
• when you find the only sword able to harm the fiendish overlord, mark xp

and so on. Maybe at the start of the session the players themselves could set what would be their "quest moves" for that session.

Or maybe, they could be directly linked with the standard prep for the game; for example: when the players get to answer a question in the stakes, they all mark xp.

What do you think? It's too much of a drift of what DW should be? No one tried something like this before?

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