Dungeon World Bonds
I’m going to be running some Dungeon World for some new gamers and I want to present Bonds in a clear, unified way that works. It can be different than what is presented in the book. The best method I’ve heard is to treat them like Keys from TSoY. 1xp for touching on the relationship, 2xp for resolving it. Any other thoughts?
Bonds are tough to do well and often end up just as an xp farm. we often write them at the end of an adventure just to avoid goofy behavior where someone is trying to fulfill a bond and reward people for doing cool team work that people remember and reference at the end.
Also, promises make good bonds. “I trust ___” or “I don’t trust __” are weak bonds that can be proven or disproven on any adventure. “I vow to shield _ from harm, risking my self” or “I will help __ avenge his sisters death” are something that player definitely has to go out of his way to achieve and will be remembered afterward. Its also something that he can definitely fail at. If it is something that will happen every episode no matter what it probably isn’t worth a bond.
Bonds are tough to do well and often end up just as an xp farm. we often write them at the end of an adventure just to avoid goofy behavior where someone is trying to fulfill a bond and reward people for doing cool team work that people remember and reference at the end.
Also, promises make good bonds. “I trust ___” or “I don’t trust __” are weak bonds that can be proven or disproven on any adventure. “I vow to shield _ from harm, risking my self” or “I will help __ avenge his sisters death” are something that player definitely has to go out of his way to achieve and will be remembered afterward. Its also something that he can definitely fail at. If it is something that will happen every episode no matter what it probably isn’t worth a bond.
Use them to create reasons for the party to be together but remove the xp mechanics – that’s my current view especially if it’s a straightforward murderhobo style dungeon adventure
Use them to create reasons for the party to be together but remove the xp mechanics – that’s my current view especially if it’s a straightforward murderhobo style dungeon adventure
I think it really depends also how long your campaigns are and how much of a feeling of a party you want to have, and how much interaction between characters you want, rather than just exploration/combat.
If you aim for serious teamwork or even possible conflict between characters (with a probably pacification, twist, relationship evolution at the end, etc.), then you should put emphasis on the bonds (like you wrote, 1xp to touch the bond, 2xp to resolve).
Let them also make more bonds (i.e. up to 2 for the same PC) and even bonds with other elements (i.e. with elements of the setting? with NPCs?)… but at the same time, see if you can adjust the Level threshold (i.e. not 7+level, but 10+level, or 7+level+level).
If the action (exploration, combat…) are more your need, then I’d stick with the original concept (where the 6- is providing probably most of the xp needed to level-up).
Just one note: if you’re playing with new gamers, maybe you don’t know yet their taste/preferences. So why do you need to change the Bonds? do you feel the regular rules do not work well enough?
Note that I have absolutely nothing against tuning, house-ruling and changing these rules – so much that I’ve even given a possible suggestion above… I am just curious 🙂
I think it really depends also how long your campaigns are and how much of a feeling of a party you want to have, and how much interaction between characters you want, rather than just exploration/combat.
If you aim for serious teamwork or even possible conflict between characters (with a probably pacification, twist, relationship evolution at the end, etc.), then you should put emphasis on the bonds (like you wrote, 1xp to touch the bond, 2xp to resolve).
Let them also make more bonds (i.e. up to 2 for the same PC) and even bonds with other elements (i.e. with elements of the setting? with NPCs?)… but at the same time, see if you can adjust the Level threshold (i.e. not 7+level, but 10+level, or 7+level+level).
If the action (exploration, combat…) are more your need, then I’d stick with the original concept (where the 6- is providing probably most of the xp needed to level-up).
Just one note: if you’re playing with new gamers, maybe you don’t know yet their taste/preferences. So why do you need to change the Bonds? do you feel the regular rules do not work well enough?
Note that I have absolutely nothing against tuning, house-ruling and changing these rules – so much that I’ve even given a possible suggestion above… I am just curious 🙂
I’m going to second Daniel Fowler (especially since it’s my house rule, haha). We have the players write the bonds either in the middle of the session, or at the end. We award the XP if the player for whose character the bond is written thinks it came up in an interesting/salient way during the session. Only 1 XP can be earned in this way. We don’t deal with “resolving” Bonds, because that is a stupid, nebulous concept.
I’m going to second Daniel Fowler (especially since it’s my house rule, haha). We have the players write the bonds either in the middle of the session, or at the end. We award the XP if the player for whose character the bond is written thinks it came up in an interesting/salient way during the session. Only 1 XP can be earned in this way. We don’t deal with “resolving” Bonds, because that is a stupid, nebulous concept.
Since Jason Cordova has run more DW than any human alive, I knew this was the place to get advice.
Davide Pignedoli, the Bonds rules in DW don’t really work. The background is that a non-gaming friend of mine put this group together. He’s been listening to a D&D AP on a podcast and it has piqued his interest. He asked if I would DM for him, and I said I’d be happy to run DW instead. I want the game to be simple and straightforward. I don’t know if this will turn into a regular game, but nailing down the Bond mechanics now will save hassle later.
My main goal is to spoil them for trad games. Thanks, all.
Since Jason Cordova has run more DW than any human alive, I knew this was the place to get advice.
Davide Pignedoli, the Bonds rules in DW don’t really work. The background is that a non-gaming friend of mine put this group together. He’s been listening to a D&D AP on a podcast and it has piqued his interest. He asked if I would DM for him, and I said I’d be happy to run DW instead. I want the game to be simple and straightforward. I don’t know if this will turn into a regular game, but nailing down the Bond mechanics now will save hassle later.
My main goal is to spoil them for trad games. Thanks, all.
Eric, go with Jason advice – I’m sure he has more experience than me. Also, his rules seem to be simpler and effective, and definitely more suited to the case you’re describing!
Eric, go with Jason advice – I’m sure he has more experience than me. Also, his rules seem to be simpler and effective, and definitely more suited to the case you’re describing!