re: letting players feel their way into a scene, letting it breathe – i think i’m probably the kind of player who…

re: letting players feel their way into a scene, letting it breathe – i think i’m probably the kind of player who…

re: letting players feel their way into a scene, letting it breathe – i think i’m probably the kind of player who needs that, especially towards beginning of a session.

it takes what feels like a long time for me to get into an RP rhythm and early scenes can be excruciatingly awkward. do you feel you can just ease into character? maybe there are certain players with whom starting a scene is a cinch?

Hey, does anyone know which episode of Discern Realities had Jason talking about his prep before a session?

Hey, does anyone know which episode of Discern Realities had Jason talking about his prep before a session?

Hey, does anyone know which episode of Discern Realities had Jason talking about his prep before a session? I remember something about a rule of 7 and I wanted to go over that.

So, having played “The Sprawl” a whole boatload, here is my super brief review.

So, having played “The Sprawl” a whole boatload, here is my super brief review.

So, having played “The Sprawl” a whole boatload, here is my super brief review.

Thorns:

Learning curve. If you are coming from another PBTA game, this is definitely harder to improv than something like dungeon world.

In box rules don’t encourage long campaigns.

Mission structure can be restrictive and repetitive.

Clock mechanics don’t quite line up with danger level onscreen.

Cred system is too simplistic for its own good.

It takes too long to get new cyberwear, and it will probably suck when you get it.

Roses: All the moves. They are amazingly well written and give the players quite a bit of fictional say, even in the crappiest situations. They absolutely support the mission-based action. The MC pages are great too.

Overall:

Biggest general issue,with the game; Sometimes if you plan too much, the session can be meh. If you plan too little, it can also be meh. The sweet spot can be a little to hard to hit. Like I said…. learning curve.

That being said, I love this game. When you do it right… WOW! it does exactly what it is supposed to, and more. I think the moves are amazingly good, and gives you exactly what you need to do a high action high stakes mission.

Play it at least once with an experienced mc, see the magic, and if you want to run a campaign, message me, I have some do’s and dont’s for you.

Tossing this here, too, for those of you who don’t frequent the Tavern. Cheers!

Tossing this here, too, for those of you who don’t frequent the Tavern. Cheers!

Tossing this here, too, for those of you who don’t frequent the Tavern. Cheers!

Originally shared by Jeremy Strandberg

Let’s Talk About Dangers

Specifically, I’m thinking about this stuff:

* The categories of dangers presented in the Dungeon World core rules: Ambitious Organizations, Planar Forces, Arcane Enemies, etc.

* The specific types of dangers (e.g. Corrupt Government, Demon Prince, Power Mad Wizard) and their impulses.

* The GM moves associated with each category (e.g. Attack someone by stealthy means… Give dreams of prophecy… Cast a spell over time and place…)

(for reference: http://book.dwgazetteer.com/fronts.html)

How have you found these dangers (the ones in the book) useful? How have you found them frustrating, confusing, or limiting? What parts do you use? What parts do you ignore?

If you were to add a category, or some individual types, what would you add?

(For the record, I’m specifically not asking about grim portents or impending dooms, or cast or stakes questions… but if they way you use the stuff above ties into that, yeah, I’d love to hear about it.)

Here’s a magic item I’m working on:

Here’s a magic item I’m working on:

Here’s a magic item I’m working on:

The Sword of Leadership

My players are questing for an intelligent sword that will help them raise an army to reconquer the party’s fighter’s barony from his evil usurper brother. I figure a custom move is appropriate:

When you attempt to bend the Sword to your will, roll +CHA. Take +1 on your roll if you have recently proved yourself worthy. Take -1 to your roll if you have recently angered the Sword. *On a 10+, the Sword summons an army that will do your bidding for 5 days. *On a 7-9, the Sword will summon an army. Pick one: (a) The army will do your bidding, but only for 1 day. (b) The army will do your bidding for up to 5 days, but you must Defy Danger +CHA at the start of each day to retain control.

You can prove your worthiness by:

1. Doing what the Sword wants you to do.

2. Demonstrating great leadership.

3. Defeating a personal rival.

I have a few ideas on how to prevent the Sword from being abused:

A. Limit how often the Sword’s army-summoning power can be used (maybe once per month, adventure, or campaign; or maybe the Sword’s wielder can only use the power once ever).

B. The term “army” is not very specific. An army could be 30 soldiers or 100,000. The Sword may be capped at a certain number of soldiers (say 30 or 50 or 100) or maybe the Sword makes its own determination how many soldiers to summon each time.

C. The army may have a limited ability to recover from losses in battle. If the Sword has a 30 soldier army and 10 of them die in battle, maybe it takes a week or a month to replace each dead soldier.

I can see lots of ways to have fun with this as a GM. On a failed roll on the custom move, the army might be completely out of control or attack the party. Even on a successful roll, the army might be made up of orc soldiers or some other monster (how will the civilized world react to the party leading an army of monsters?).

Hopefully if they’re continuing to work on it eventually people can just use roll20 for everything without relying…

Hopefully if they’re continuing to work on it eventually people can just use roll20 for everything without relying…

Hopefully if they’re continuing to work on it eventually people can just use roll20 for everything without relying on something else for communication!

Originally shared by Roll20

Greetings to our Google+ community. As many of you may have heard, Google has announced their plans to shut down the Google Hangouts API as of April 25, 2017.

As we’ve seen previously relying on these third party services has been unsustainable for us. We want you to know we’re going to continue to prioritize the development of our own voice and video solution.

For our full statement and details on how most users can still connect using Hangouts for now, please see the blog: http://blog.roll20.net/post/155682449580/google-hangouts-api

http://blog.roll20.net/post/155682449580/google-hangouts-api

Has anyone actually ever had a bad game of Dungeon World?

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.

I’ve tried to find info on how people in general use portents in their dangers/fronts, but haven’t found more than…

I’ve tried to find info on how people in general use portents in their dangers/fronts, but haven’t found more than…

I’ve tried to find info on how people in general use portents in their dangers/fronts, but haven’t found more than what’s written in Dungeon World (yet, still waiting for my AW 2ed and Urban Shadows books to arrive).

To anyone GMing DW – how do make the most of portents and how do you prefer to implement them in your GMing?

EDIT: Used the wrong word. It should read Portents, not dangers. Sorry.

I think many could benefit from a little discussion here.

I think many could benefit from a little discussion here.

I think many could benefit from a little discussion here.

I feel like I’ve become a decent arbiter of rules, and practiced GGG to the best of my ability. People generally seem to have fun at my virtual table. But I realised there is still much to learn.

One of my players actually kicked me in the feels ( Jennifer Erixon​​) when her character totally 180’ed and turned from a plucky and quirky Druid to a disheartened and distant shell of herself. Upon meeting the deity she worshipped and being disappointed in it’s deceptive practices and narrow ideals. It was well done, through no effort or intelligence of my own.

I then realized how I can take my GMing to the next level: I must learn to craft better stories and help facilitate these emotional moments when I can.

Just a general discussion question: If you feel you are a good GM; How did you learn to make your stories more emotionally engaging?

In DW, how do you help players who freeze up when you ask them a question? How do you handle this?

In DW, how do you help players who freeze up when you ask them a question? How do you handle this?

In DW, how do you help players who freeze up when you ask them a question? How do you handle this?