Has anyone actually ever had a bad game of Dungeon World? If so, please share so we can all learn from your misadventure 🙂
I’m of the mind of most fishing enthusiasts – a bad game of Dungeon World is better than a good day at work.
Google+ community from Dec 2012 to March 2019
Has anyone actually ever had a bad game of Dungeon World?
Has anyone actually ever had a bad game of Dungeon World? If so, please share so we can all learn from your misadventure 🙂
I’m of the mind of most fishing enthusiasts – a bad game of Dungeon World is better than a good day at work.
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Definitely had some sub par stuff. Some of it was my fault. I remember there was a session that had sooooo many 7-9s in defy dange and hack and slash that I felt like I was shoehorning in “Failing forward.” I kept thinking “Maybe I should just make a hard move anyway, this is ridiculous” This can likely be avoided by great and experienced GMing, but I figured I’d chime in.
Definitely had some sub par stuff. Some of it was my fault. I remember there was a session that had sooooo many 7-9s in defy dange and hack and slash that I felt like I was shoehorning in “Failing forward.” I kept thinking “Maybe I should just make a hard move anyway, this is ridiculous” This can likely be avoided by great and experienced GMing, but I figured I’d chime in.
But even that wasnt terrible. It was just more frustrating than I would have liked, and it was a portion of the session, not the whole thing.
But even that wasnt terrible. It was just more frustrating than I would have liked, and it was a portion of the session, not the whole thing.
Twice. Once was because of problem players, one gaming the XP system by “helping” everyone, and the other getting infuriated by the first. The other time a newer GM defaulted to damage for every failed roll, which felt boring and unfair. I have also had some railroady games I didn’t love. It is a good system, but it does require some finesse.
Twice. Once was because of problem players, one gaming the XP system by “helping” everyone, and the other getting infuriated by the first. The other time a newer GM defaulted to damage for every failed roll, which felt boring and unfair. I have also had some railroady games I didn’t love. It is a good system, but it does require some finesse.
Yes. It became a game of trying to escape from a pit below by climbing up a broken bridge. It literally became Climb Check the RPG. It was boring, monotonous, and horrible. Afterwards, I had to really try to get friends to try DW because they thought it was a crap game.
Yes. It became a game of trying to escape from a pit below by climbing up a broken bridge. It literally became Climb Check the RPG. It was boring, monotonous, and horrible. Afterwards, I had to really try to get friends to try DW because they thought it was a crap game.
I had a pretty terrible time running a Con game. It was one of my first time running DW and I asked a bunch of questions to my players about the world, their races and all that stuff. They offered silly but creative answers which ended up not being incorporated in the fiction by my own fault cause I had made a Dungeon starter which didn’t fit the tone of where my player wanted to take the game.
In retrospect, I should’ve either done some focused Love letter which would’ve tied in more closely with my initial Dungeon idea or I should’ve ran with my players idea and improvised the whole adventure on the spot.
Still the move snowballed and we still had a decent time but the game left me and my player with a sour taste since we weren’t going for the sane type and tone of fantasy. (They wanted silly Discworld type fantasy and I was all about gritty Grimdark stuff).
I think a talk about tone should be one of the first thing to do when you sit down at the table. Fantasy is a wide genre with many different sub-type that can be emulated by DW just by tweaking the fiction.
I had a pretty terrible time running a Con game. It was one of my first time running DW and I asked a bunch of questions to my players about the world, their races and all that stuff. They offered silly but creative answers which ended up not being incorporated in the fiction by my own fault cause I had made a Dungeon starter which didn’t fit the tone of where my player wanted to take the game.
In retrospect, I should’ve either done some focused Love letter which would’ve tied in more closely with my initial Dungeon idea or I should’ve ran with my players idea and improvised the whole adventure on the spot.
Still the move snowballed and we still had a decent time but the game left me and my player with a sour taste since we weren’t going for the sane type and tone of fantasy. (They wanted silly Discworld type fantasy and I was all about gritty Grimdark stuff).
I think a talk about tone should be one of the first thing to do when you sit down at the table. Fantasy is a wide genre with many different sub-type that can be emulated by DW just by tweaking the fiction.
Jason Cox You mean they were “helping” because it was just more rolls to fail? Seems like a GM could easily compensate for that.
Jason Cox You mean they were “helping” because it was just more rolls to fail? Seems like a GM could easily compensate for that.
While I can not remember having a really bad game, I’ve had a few bad experiences. Once I explained my intentions to the GM and they let me roll. I got a 10+ and was told that my plan wouldn’t work and had in fact backfired. I explained why I thought that shouldn’t have happened, we talked about it and then moved on. The rest of the game was great.
I had another adventure where every failure resulted in my character being rendered unconscious for the rest of the scene but I think this had to do with the GM dealing with a big table. I may have been causing problems with an evil character too
While I can not remember having a really bad game, I’ve had a few bad experiences. Once I explained my intentions to the GM and they let me roll. I got a 10+ and was told that my plan wouldn’t work and had in fact backfired. I explained why I thought that shouldn’t have happened, we talked about it and then moved on. The rest of the game was great.
I had another adventure where every failure resulted in my character being rendered unconscious for the rest of the scene but I think this had to do with the GM dealing with a big table. I may have been causing problems with an evil character too
I played in an online game where the premise was really… forced? Flat? Might have been the first game of DW I actually played in.
All the PCs woke up in a dungeon room together, sans gear, with a pile of corpses in the middle of it. No GM questions asking us how we got there, or how we knew each other, or what we recognized, or anything. Don’t think we did bonds. There was no world-building, or character development, or really anything other than us wandering (or getting pushed) from room to room.
I got the impression that the GM had some big concept behind the place and we were there to explore it and try to escape. Which is fine, but it wasn’t really clearly established ahead of time (that I recall), and there was nothing there to really explain why we should care about each other or stick together or not start blaming each other for our imprisonment.
One of the other players appeared to be “in on it” a bit more, and certainly knew the GM, and I think was playing an “Anti Paladin” (just a paladin reflavored for eevil).
The others (including the GM) were very flat when it came to describing their actions and the fiction that resulted from it. They seemed genuinely perplexed when I (as barbarian) said that I snatched up a goblin and stated choking him, then later swung him like a club at his friends.
I played in an online game where the premise was really… forced? Flat? Might have been the first game of DW I actually played in.
All the PCs woke up in a dungeon room together, sans gear, with a pile of corpses in the middle of it. No GM questions asking us how we got there, or how we knew each other, or what we recognized, or anything. Don’t think we did bonds. There was no world-building, or character development, or really anything other than us wandering (or getting pushed) from room to room.
I got the impression that the GM had some big concept behind the place and we were there to explore it and try to escape. Which is fine, but it wasn’t really clearly established ahead of time (that I recall), and there was nothing there to really explain why we should care about each other or stick together or not start blaming each other for our imprisonment.
One of the other players appeared to be “in on it” a bit more, and certainly knew the GM, and I think was playing an “Anti Paladin” (just a paladin reflavored for eevil).
The others (including the GM) were very flat when it came to describing their actions and the fiction that resulted from it. They seemed genuinely perplexed when I (as barbarian) said that I snatched up a goblin and stated choking him, then later swung him like a club at his friends.
I can’t say I’ve ever had a bad game, as such, but the less great ones have always been because there were too many people at the table.
I can’t say I’ve ever had a bad game, as such, but the less great ones have always been because there were too many people at the table.
I had one! Talked about it here:
http://narrativecontrol.libsyn.com/narrative-control-episode-71-nonconsensual-play
I had one! Talked about it here:
http://narrativecontrol.libsyn.com/narrative-control-episode-71-nonconsensual-play
Aaron Griffin​ because the help roll had to be in advance, it could theoretically have been useful. It meant the player had some spotlight and gained XP if they failed. The GM tried to moderate I think, but the interplay between the two players made that a little tricky. My own snarky frustration probably made it even worse. Some days, things just go wrong.
Aaron Griffin​ because the help roll had to be in advance, it could theoretically have been useful. It meant the player had some spotlight and gained XP if they failed. The GM tried to moderate I think, but the interplay between the two players made that a little tricky. My own snarky frustration probably made it even worse. Some days, things just go wrong.
The only bad games I’ve had were when the “conversation” failed for some reason. Here are some reasons it can fail:
a) the GM is trying to force a pre-imagined story
b) The GM keeps asking the players questions instead of the characters
c) The players aren’t into answering questions and want to be led around
d) The GM fails to use the answers the players (in character) give him or keeps changing them to answers he/she likes better
e) The fiction stalls out and the GM doesn’t take the initiative to challenge the characters somehow
The only bad games I’ve had were when the “conversation” failed for some reason. Here are some reasons it can fail:
a) the GM is trying to force a pre-imagined story
b) The GM keeps asking the players questions instead of the characters
c) The players aren’t into answering questions and want to be led around
d) The GM fails to use the answers the players (in character) give him or keeps changing them to answers he/she likes better
e) The fiction stalls out and the GM doesn’t take the initiative to challenge the characters somehow
Ray Otus​ Useful “do not do this” criteria
Ray Otus​ Useful “do not do this” criteria
“when the players look to you to see what happens next, make a move.” bad games happen when the MC doesn’t
“when the players look to you to see what happens next, make a move.” bad games happen when the MC doesn’t
which is a surprisingly high hurdle for a lot of GMs, one of the primary ones in my experience.
which is a surprisingly high hurdle for a lot of GMs, one of the primary ones in my experience.
I’ve also had less-pleasant experiences when the fiction wasn’t clearly established, or ignored, or assumed.
Like, “Go ahead and roll hack and slash” when no one’s actually said “I step in swinging” or “I lash out.”
I’ve also had less-pleasant experiences when the fiction wasn’t clearly established, or ignored, or assumed.
Like, “Go ahead and roll hack and slash” when no one’s actually said “I step in swinging” or “I lash out.”
Dirk Detweiler Leichty New GM’s can benefit from having prepared dangers for avoiding this exact thing, perhaps even clocks/grim portens. Right?
Dirk Detweiler Leichty New GM’s can benefit from having prepared dangers for avoiding this exact thing, perhaps even clocks/grim portens. Right?
Jeremy Strandberg​ 😅 One of the hardest habits I had to break…
Jeremy Strandberg​ 😅 One of the hardest habits I had to break…
Jeremy Strandberg one of the biggest leaps I’ve made recently in enjoying myself as a player is to just take responsibility and be the one to ask for more detail or clarification. I’m always asking the GM, “what does that look like?”
I’m blessed with kind friends who put up with that sort of thing 😉
Jeremy Strandberg one of the biggest leaps I’ve made recently in enjoying myself as a player is to just take responsibility and be the one to ask for more detail or clarification. I’m always asking the GM, “what does that look like?”
I’m blessed with kind friends who put up with that sort of thing 😉
“What does that look?” like is just one of the best questions ever. I never mind being asked that as a GM. And I like asking it of players; it’s a great way to get them off of talking from a player/metagame standpoint.
“What does that look?” like is just one of the best questions ever. I never mind being asked that as a GM. And I like asking it of players; it’s a great way to get them off of talking from a player/metagame standpoint.
Kate Bullock I GMed a game session like that :-(. They were chasing a traps master who had a VERY LONG HALLWAY filled with all manner of traps – and boy I thought I was clever with each trap. So I had the thief defuse each trap. After like the 4th Traps Expert roll, the thief is like “Can I just do one roll for the rest of the hallway?”
I was like “Damn son, great idea!” (Which is only funny because he was literally my oldest son).
Anyway, props to young Shorb for calling me out on boring GMing and being too in love with my prepped stuff amd not focusing on fun for the players.
Kate Bullock I GMed a game session like that :-(. They were chasing a traps master who had a VERY LONG HALLWAY filled with all manner of traps – and boy I thought I was clever with each trap. So I had the thief defuse each trap. After like the 4th Traps Expert roll, the thief is like “Can I just do one roll for the rest of the hallway?”
I was like “Damn son, great idea!” (Which is only funny because he was literally my oldest son).
Anyway, props to young Shorb for calling me out on boring GMing and being too in love with my prepped stuff amd not focusing on fun for the players.
Jeremy Strandberg​, i have the problem where I offer the players options. “Do you want to attack him? Or maybe try to take that thing… or…” I don’t want to tell the players what to do or imply that those are the only options. but I find it hard not to fill the silence
Jeremy Strandberg​, i have the problem where I offer the players options. “Do you want to attack him? Or maybe try to take that thing… or…” I don’t want to tell the players what to do or imply that those are the only options. but I find it hard not to fill the silence
The way you pose questions can lead to success. I would never say “Do you want to tell me…” I would be more direct, like “Tell me…” For example, “Your character has another reason for visiting this castle, what is it?” Or better “What do you need to find in this castle and who is counting on you to find it?” Ask very direct questions that pose fictional possibilities. If a player balks, you can back off and give them a different question or redirect the same question to a different character. But in my experience if you ask interesting questions that are ripe with possibility, players usually respond. They take their tone from you. If you are bold and confident (but not overbearing or bullying), they will be. If you are hesitant and tentative, they will be. Remember to give players time to think, though. You may need to drop a question on them and then turn the focus to another character while the first one thinks up an ansswer.
The way you pose questions can lead to success. I would never say “Do you want to tell me…” I would be more direct, like “Tell me…” For example, “Your character has another reason for visiting this castle, what is it?” Or better “What do you need to find in this castle and who is counting on you to find it?” Ask very direct questions that pose fictional possibilities. If a player balks, you can back off and give them a different question or redirect the same question to a different character. But in my experience if you ask interesting questions that are ripe with possibility, players usually respond. They take their tone from you. If you are bold and confident (but not overbearing or bullying), they will be. If you are hesitant and tentative, they will be. Remember to give players time to think, though. You may need to drop a question on them and then turn the focus to another character while the first one thinks up an ansswer.
Daniel Fowler​ I’ve noticed Jason C continue to make soft moves, and creep danger/death forward when players sit in indecision. It’s funny… and effective!
Daniel Fowler​ I’ve noticed Jason C continue to make soft moves, and creep danger/death forward when players sit in indecision. It’s funny… and effective!
Railroading Dungeon World seems ridiculous. It’s literally against the rules.
Railroading Dungeon World seems ridiculous. It’s literally against the rules.
I’ve actually never played Dungeon World, kinda makes me feel like a fake role player sometimes haha. Nice profile pic by the way, live in Randolph, MA 😀
I’ve actually never played Dungeon World, kinda makes me feel like a fake role player sometimes haha. Nice profile pic by the way, live in Randolph, MA 😀
Daniel Fowler I don’t think there’s anything wrong with that, as long on you aren’t, like, shoving them into a decision.
You just have to be sure that, whatever they choose to do, the fiction is clear. “Do you want to attack him? Or maybe try to take that thing…” “Oh, yeah, I’ll try to grab the thing.” “Okay, cool, how do you do that? What’s it look like?”
Daniel Fowler I don’t think there’s anything wrong with that, as long on you aren’t, like, shoving them into a decision.
You just have to be sure that, whatever they choose to do, the fiction is clear. “Do you want to attack him? Or maybe try to take that thing…” “Oh, yeah, I’ll try to grab the thing.” “Okay, cool, how do you do that? What’s it look like?”
I had a bad game once. We were trying to play at a game shop, and I had 2 new players and 3 players that had been playing with me for a little while on a play by post. One of the three didn’t show. Another of the three was apparently too shy in real life to play affectively. The two new players ignored the tone discussion, that this would be a more sinister creepy dark game and were constantly joking back and forth amongst themselves while I was trying to let other players have a turn. Then when it got to their turns, they didn’t know what was going on. After I finally got everyone on the same page, about an hour into the session, the board game store owner comes over and tells us he is closing the shop for an hour to go get lunch, so we would have to leave. I ended up aborting the whole session. Lesson’s learned: DW is not for everyone, don’t play at that game shop, and creepy sinister best done in a non public forum.
I had a bad game once. We were trying to play at a game shop, and I had 2 new players and 3 players that had been playing with me for a little while on a play by post. One of the three didn’t show. Another of the three was apparently too shy in real life to play affectively. The two new players ignored the tone discussion, that this would be a more sinister creepy dark game and were constantly joking back and forth amongst themselves while I was trying to let other players have a turn. Then when it got to their turns, they didn’t know what was going on. After I finally got everyone on the same page, about an hour into the session, the board game store owner comes over and tells us he is closing the shop for an hour to go get lunch, so we would have to leave. I ended up aborting the whole session. Lesson’s learned: DW is not for everyone, don’t play at that game shop, and creepy sinister best done in a non public forum.
David LaFreniere I agree on creepy/sinister in a public place. It’s really hard to do unless you’re in a private room.
David LaFreniere I agree on creepy/sinister in a public place. It’s really hard to do unless you’re in a private room.
I’ve had a bad experience over the course of several sessions. My roommate started playing an Immolator, and it was clear after several sessions that he wasn’t really into the character and kept doing the same things over and over again. From that, I’ve decided I’m not going to use the Immolator again because it’s blanket appeal (you get to firebend!) is very different from a lot of the flavor of the class.
I’ve had a bad experience over the course of several sessions. My roommate started playing an Immolator, and it was clear after several sessions that he wasn’t really into the character and kept doing the same things over and over again. From that, I’ve decided I’m not going to use the Immolator again because it’s blanket appeal (you get to firebend!) is very different from a lot of the flavor of the class.