So Bonds, my group started before I learned about Flags from The Gauntlet.

So Bonds, my group started before I learned about Flags from The Gauntlet.

So Bonds, my group started before I learned about Flags from The Gauntlet. I discussed Flags with the group Saturday 7/8 and next campaign we want to try them. But the party is about 6th level and nearly finished with the story. We are stuck with them but are trying to make the best of the tools at hand. I have a gaming guilty pleasure. I get enjoyment out of farming xp. Sorry, but I love leveling and getting kewl powerz and new toys to play with. As a fan of my characters I want my players to feel awesome. So after session one I made my players rewrite their bonds. I had them rewrite them like BITs in Burning Wheel and let them farm xp like Artha. So each Bond needed two parts, a belief and and actionable task goal or interaction. Example Avon is a babe in the woods, I will teach him to survive. Each session the Ranger actively tries to teach Avon something survival related mark xp. This way every session each player is motivated to interact with every other player in a way that reinforces the trope that defines their relationship. The bond doesn’t go away until it no longer makes sense in the fiction. After a while Avon prooves to the Ranger that his magic is so powerful and vetsitile he can survive. So at the end of session gain xp and write a new bond defining their relationship as tje Ranger now sees it. Some of my players love begging for xp and trying to justify their gameplay to squeeze that last xp out. But some feel shy or uncomfortable with that and that’s when being a fan of the characters is needed. I don’t accept “I don’t think I did any of these” as an answer. I really enjoy making them read their Bonds out loud and then myself and the party points out all the awesome things their character did. How they were a badass and deserves that xp. Week after week the session ends with everyone feeling like part of the team and an amazing badass in theirown way. I hope flags gives us those same feels in the future.

Game Design Challenge: A Wizard’s Sceptre that is a powerful magical artefact.

Game Design Challenge: A Wizard’s Sceptre that is a powerful magical artefact.

Game Design Challenge: A Wizard’s Sceptre that is a powerful magical artefact. Its actually Mordenkainen’s sceptre that’ll be used by my Wizard in the final ever session of our long campaign in Ravenloft. I’d love to hear any ideas you have!

I’m thinking of putting together a one-shot worksheet with advice for keeping things on track and on time.

I’m thinking of putting together a one-shot worksheet with advice for keeping things on track and on time.

I’m thinking of putting together a one-shot worksheet with advice for keeping things on track and on time. What advice would you have for someone using this worksheet, slash, what would you want to see on it?

I ran a session of my Curse of Strahd DW conversion tonight.

I ran a session of my Curse of Strahd DW conversion tonight.

I ran a session of my Curse of Strahd DW conversion tonight. It involved the players defending a wizard-druid ritual in one of the megalith circles of the dark zodiak. I wrote a custom move for the ritual that went something like this:

Danger: A powerful enemy arrives at the scene of the Ritual.

Grim Portents:

1. A green glow lights the clouds on the horizon

2. Storm clouds gather above the ritual site

3. One of the Megaliths shatters

4. The enemy arrives by lightening strike

Wizard rolls + INT for the Ritual

6 minus : Grim Portent or GM move.

7-9 : Choose 1

10-11: Choose 2

12 plus : Choose 3, +1 extra Accumulation

-Enemies don’t appear

-+1 accumulation

-A Megalith doesn’t crumble (2 crumble = shattered)

-You don’t surcome to your fear (fears were declared at the beginning of the session)

-Spend accumulation to unleash the spell

When you unleash the spell, roll 2d6+accumulation

6 minus, it backfires

7-9 partial success

10-12 success

Ritual components:

The Archmage ally: Fragile, Immesurably Powerful, Subdued Madness, Infirm.

Focii: Each ritual participant must sacrifice and item of significance

12 Megaliths: Each shattered Megalith incurs -1 forward to the ritual roll.

I’d be very interested in hearing your feedback on mechanics of this custom move, and your impressions on how it might run.

It was intended to take up about 2-3 hours of the session. So if it seems a little bit elaborate… that was part of my intent.

I asked a number of setup questions before the ritual took place to establish the PC’s fear, and what they were sacrificing, as well as some bond questions.

Anyone want to critique my prep for a one-shot I’m running on Friday?

Anyone want to critique my prep for a one-shot I’m running on Friday?

Anyone want to critique my prep for a one-shot I’m running on Friday?

(its setting is Tyria from Guild Wars 2, hence the different races present)

https://www.docdroid.net/aiOBeQS/caudecus-manor.pdf.html

I’ve been reading Campbell and other works related to the Hero’s Journey architecture.

I’ve been reading Campbell and other works related to the Hero’s Journey architecture.

I’ve been reading Campbell and other works related to the Hero’s Journey architecture. My hope was that this would give me a better handle on making more interesting characters and satisfying plot arcs. Specifically, what I would like to get a better handle on is the idea of a hero that can overcome their flaws on their journey while also resolving the complex relationships between the other PCs on the way. What do you think about the Hero’s Journey? Is it a useful tool for RPGs?

Hi Gauntleteers! I’ve got a couple Dungeon World questions:

Hi Gauntleteers! I’ve got a couple Dungeon World questions:

Hi Gauntleteers! I’ve got a couple Dungeon World questions:

1) At the start of Discern Realities there was a lot of talk about compendium classes, but it has been a while and I’m not sure where to go looking for some good ones. I have a fighter in a game I’m running who is looking for some more social skills and I was thinking compendium classes could help.

2) Is there some kind of monster manual for DW I can buy? I’m running a very improv heavy game with Perilous Wilds and would like something high quality that I can quickly reference.

How do you guys deal with DW moves like Bloody Aegis, Armored Mastery and Shed?

How do you guys deal with DW moves like Bloody Aegis, Armored Mastery and Shed?

How do you guys deal with DW moves like Bloody Aegis, Armored Mastery and Shed? Given that they negate all damage from an attack, I find them ridiculously overpowered, so I was wondering if there was a better way of restricting them.

Our DW GM thinks the fireball spell is overpowered and is nerfing magic with some custom rules (both the wizard and…

Our DW GM thinks the fireball spell is overpowered and is nerfing magic with some custom rules (both the wizard and…

Our DW GM thinks the fireball spell is overpowered and is nerfing magic with some custom rules (both the wizard and cleric have the spell). Have others had a similar experience? Is there some other way to deal with this issue already in the rules?

The Clay That Woke question:

The Clay That Woke question:

The Clay That Woke question:

My group let me do a one-shot of this last night and really dug it. I was prepping for a one shot I’ll be running at Fear the Con.

Has anyone done a longer game of Clay?

I’m concerned that the hopping back and forth and the constant running back into each other over the various jobs might stretch credibility a bit over time. What’s your experience with the longer games been?