Hey, gang!

Hey, gang!

Hey, gang! I am starting a kind of sprawling West Marches campaign using Dungeon World. I am planning to have all the characters take the last leg of their trip to the Marches together, and I’m thinking of kicking things off with love letters to the characters. Complications: I don’t know what people are going to play, and I don’t know anything about their characters at all because they don’t even exist yet! I want to do this to create a sense that the campaign has already begun when we start, that there’s already history there.

So, my question is this: would you (or did you ever) write love letters to your characters for the first session? How did you or would you accomplish this?

Thanks!

Hugs and kisses,

Your GM

So, I made this thing.

So, I made this thing.

So, I made this thing. It’s a very basic random NPC generator built in Google Sheets. I don’t intend this as a character sheet generator, just as a name, description and basic personality generator. It shows three Quirks and Traits by default, but they can be contradictory so I recommend you just pick and choose whatever results work for you.

It’s got a bunch of first and last names — selected independently — personality traits, and quirks. It also generates hair and eye color in a (somewhat) accurate representation of real world percentages. I reduced the influence of South America, Asia and Africa (black hair, brown eyes) a little bit so you get a bit more variation.

I’ve tested it on my Android phone and my iPad through the Sheets app and it worked fine for me, but here’s the kicker — since both devices are accessing the same sheet, refreshing it from one device refreshes it on the other. They don’t get the same values, but the values on the Form tab do change. You can fix this for yourself by just copying it to your own Drive and using it from there (actually, please do this anyway — I’ve made the file view-only, though you should be able to save it for yourself).

Using and personalizing the sheet! This is the exciting and important stuff:

1) You need to get the data on the Form tab to refresh. You can do this most simply by just typing a character into an empty and hitting Enter and everything should change. Alternately you can refresh your browser page or reload the document.

2) You can change any and all of the data on the Data tab to suit your needs. The names I’ve used are Earth-modern. I pulled them from the crew of a major movie made outside of the US, so there’s a wide range of cultures represented, though it is primarily European.

You can change all the Quirks or Traits to anything you want, change the percentages of the eye and hair color to suit your world (pro tip: if you want 18% red hair put in 100 values for hair color and make 18 of them red). If you want to add another value… well, there are some generic columns already there, but you can email me and I can explain it if you’re having trouble figuring it out yourself.

I hope you enjoy it, and please let me know what you think!

https://docs.google.com/spreadsheets/d/1vuQ2c8hOiZexC4dXv5OJzXeI3TIzsMHTdvs_GxvvYVU/edit?usp=sharing

I’m currently thinking about House Rules for a DW Western Marches campaign.

I’m currently thinking about House Rules for a DW Western Marches campaign.

I’m currently thinking about House Rules for a DW Western Marches campaign. What are your favorite house rules and custom moves you’ve run into?

My current ideas involve loot abstraction, and encumbrance. I’m also considering using Advantage/Disadvantage though it seems a little OP.

Whatcha got?

So, I dropped Phillip Wessels Pack of Strays on my gaming group last night and got a few takers (we’re a large…

So, I dropped Phillip Wessels Pack of Strays on my gaming group last night and got a few takers (we’re a large…

So, I dropped Phillip Wessels Pack of Strays on my gaming group last night and got a few takers (we’re a large group, usually split into two games. There were three of us, so we decided to try kind of a collab/GM-less thing. That worked pretty well. The issues I had, and maybe we were playing it wrong (?) is that we started introducing other groups who had territories in the city — gangs, faeries, a death cult… and suddenly it wasn’t wolf against wolf anymore. It turned from a game of interpersonal conflict and power struggles to, essentially, Urban Shadows.

The main thing I noticed is that there’s not a mechanic for the GM to make any kind of move against the players, which was especially important in last nights run. Being new to PBTA type games, and having never played Lasers & Feelings or Monsterhearts before, I’m still getting used to the concept of just assigning harm in a conflict.

So, to sum up, my group really enjoyed the game, particularly having a populated city with lists of names and places and smells. I just found that if the conflict extends beyond the pack that things kind of break down. I think this could be really important, because with a pack in tension like this outside pressure could really up the ante.

Just my (and Chuck’s and Marc’s) two cents. So, six cents total. Thanks for the game, we had fun! Also, it’s got me wanting to write an PBTA werewolf hack now, so look for that in the future, I guess.

I’m starting a new DW game with my wife and a couple of friends next week, so I’m working on a dungeon for them.

I’m starting a new DW game with my wife and a couple of friends next week, so I’m working on a dungeon for them.

I’m starting a new DW game with my wife and a couple of friends next week, so I’m working on a dungeon for them. I’ve got a move for the steep and winding stairs leading to the Archive (a mystical place where all writing is recorded), and I’m using Jason Cordova’s excellent Labyrinth move for the maze in front of the Archive, and I have a list of riddles that the Guardian of the Archive requires before permitting entry. I’m at a loss, though, as to how to set up the Archive itself. Is it a vast and infinite place filled with floor upon floor of bookshelves, or is it a quaint little library that magically has the book you’re looking for at hand? What kind of custom moves should the Archive have? I’m thinking something that the user would roll on to see if they can find the work they’re looking for. Any thoughts?

So, my wife and I are talking the other day and she says, “I feel like I want to be someone else.” I say okay, and…

So, my wife and I are talking the other day and she says, “I feel like I want to be someone else.” I say okay, and…

So, my wife and I are talking the other day and she says, “I feel like I want to be someone else.” I say okay, and let it slide, because that’s kind of weird, but later she comes to me and says she’s figured out what that means. She wants to play an RPG. She’s played with me before, so that’s not unusual, and she hasn’t gotten to play since we moved eight months ago. She then goes spiraling out of control and, in collusion with one of her friends, decides that I’m going to be running this game. That’s fine, I’ve GMed for her and our friends before.

So, now I’ve got a few players who want to play unconventional D&D type characters (a Gnome medical student and a half-orc/half-ogre to start, I’m not sure what the third player is going to want to do) and a setting that popped into my head involving industrial steam-age technology (trains, dirigibles, radio) as well as magic. My question for you good people is what system do I run this in?

I’m comfortable running in D&D, Fate, DW, other PBTA games, and will try pretty much anything. I know that my wife prefers system-lite systems. Any thoughts?

So, I’ve been thinking about this recently and I wanted to share my thoughts, and see if you have any thoughts of…

So, I’ve been thinking about this recently and I wanted to share my thoughts, and see if you have any thoughts of…

So, I’ve been thinking about this recently and I wanted to share my thoughts, and see if you have any thoughts of your own on the matter: plot hooks and adventure seeds.

To my mind, Plot Hooks are those sticky magnetic situations that you put at the beginning of an adventure to draw the PCs in. They may hint at what’s going to happen in the adventure, but mostly they’re a version of “Dwarves you don’t know start showing up at your home as though they’re expected. They’re talking of some sort of plan.” These are the ways we get our players to buy into the adventure so we can actually tell the story. They go at the front of the adventure and lead into it.

Adventure Seeds are a little different, I think. They are the essence of the adventure. A seed grows into an tree, so an adventure seed is the core of the plot. It’s why there’s an adventure in the first place. The seed would be “An ancient red dragon has displaced the dwarves of the Lonely Mountain, killing the king and scattering his heir and the rest to the wilderness.”

What are your thoughts on this?

I have a project I’m working on and I’d like to poll you guys for opinions.

I have a project I’m working on and I’d like to poll you guys for opinions.

I have a project I’m working on and I’d like to poll you guys for opinions. Imagine if you will a collection of system and genre neutral plot hooks. What would you expect from the plot hooks presented therein? Are they whole plots with named NPCs and a beginning, middle and end with a twist? Or are they just suggestions? Kernels of ideas to inspire you in writing your own plot? When you think of a plot hook what do you see? What about adventure seeds, are they the same or different from plot hooks? What would you want out of a product like this? Thanks in advance for your input guys and gals. I really appreciate it. 

Jason Cordova​ Thought you might appreciate this. It’s hanging at the bottom landing of the stairs in my condo.

Jason Cordova​ Thought you might appreciate this. It’s hanging at the bottom landing of the stairs in my condo.

Jason Cordova​ Thought you might appreciate this. It’s hanging at the bottom landing of the stairs in my condo.