I need some advice on how to cope with a power gamer in Dungeon World.

I need some advice on how to cope with a power gamer in Dungeon World.

I need some advice on how to cope with a power gamer in Dungeon World. I’ve played OSR games (particularly C&C) for years, but started a DW campaign a few weeks ago. Based on asking questions and using the answers, the campaign is initially centered around the party trying to recover a magic sword from a dragon. Sounded good to me. I suggested they can probably do some research and learn of a way to either defeat the dragon or snatch the sword. One of the players (playing a fighter, so we’ll call him Fighter) declared they should immediately go to the dragon’s lair. That sounded suicidal to me, but okay. They’ll figure it out during play. We’ve spent two sessions as the party hacked its way through the goblins living in the mountain below the dragon’s lair. Fighter has made it to level 4 after 2 sessions. Fighter is getting cockier and cockier. He insists he will be able to kill the dragon by the time the party gets to it. He appears to be relying on picking the right combination of advanced moves to guarantee a party victory.

Fighter used multiclass dabbler to get the paladin advanced move Bloody Aegis. He has mentioned the cleric picking up the Sever spell down the road so the dragon’s wing(s) can be removed and take away its ability to fly. I think he intends to take Evil Eye to basically paralyze the dragon while the rest of the party kicks its ass. I’ll be surprised if Through Death’s Eyes isn’t used, as well.

On the one hand, I’m supposed to be a fan of the players and smart play should be rewarded. On the other hand, there is something offensive as a GM to see a player smugly gaming the system to guarantee the supposedly toughest monster in the book can be easily defeated.

The question is how should I run the encounter with the dragon when the time comes. Should Through Death’s Eye be able to guarantee the dragon is toast if the player rolls successfully? It’s a high end advanced move that should feel powerful when a player uses it. But should it threaten autokill of every BBEG the party comes across (obviously, assuming a successful move roll)?

Some obvious ideas spring to mind. Through Death’s Eyes can still leave a lot of dead PCs on the field of battle, although how to get to the end of the fight narratively when the death of a BBEG such as a dragon is a little unclear. And while Fighter may be able to freeze the dragon with Evil Eye, that doesn’t mean the remaining PCs have the ability to actually harm it. One option with Evil Eye might be to have Fighter make a defy danger roll to even stare down the dragon before he can make the Evil Eye move.

I guess my real concern is Fighter is going to come up with a combination of moves and spells that he believes gives him control of the encounter. I don’t want to give up that kind of control. I have no problem with the PCs coming out victorious. I do have a problem with Fighter’s approach. How do I balance playing to see what happens, portraying a fantastic world, being a fan of the characters, and thinking dangerous when a player is trying to “beat” the game? I’m worried Fighter is going to execute his master plan, I’m going to fairly conclude it might not work for narrative reasons, and Fighter is going to get pissed because he feels I have cheated him out of the inevitable reward for his ingenuity. I’m also a little afraid that I will cling to so much narrative control that I do cheat the players out of a victory their smart play should ensure. I’m really bristling at the notion that a party of 1st level PCs thinks it can handle any BBEG through the right power gaming.

Any advice would be appreciated. I know this is all vague and a little rambling, but that is partly because I don’t know what all Fighter has in mind.

In the near future, I will be hosting a local open table with World of Dungeons.

In the near future, I will be hosting a local open table with World of Dungeons.

In the near future, I will be hosting a local open table with World of Dungeons. What should I do to get the most out of the system? (I will be using flags and the die of fate and am open to suggestions on how to best use those as well)

Anyone in the community familiar with both Texas Hillcountry (the actual place) and horses (the actual creatures)?

Anyone in the community familiar with both Texas Hillcountry (the actual place) and horses (the actual creatures)?

Anyone in the community familiar with both Texas Hillcountry (the actual place) and horses (the actual creatures)?

For a game setting I’m working on, I’ve got questions about the feasibility of nomadic horse-riders living in a vast karst topography similar to the Hillcountry. I’ve done some reading and have my doubts, but looking for folks with first-hand experience or knowledge.

Thanks!

This looks like a sweet NPC and Front generator for DW. Random tables can help prod creativity…

This looks like a sweet NPC and Front generator for DW. Random tables can help prod creativity…

This looks like a sweet NPC and Front generator for DW. Random tables can help prod creativity…

Originally shared by Ciel Ferma

Dungeon World – NPC/Front Templates

– NPCs: Randomize, Pick from List or Bank. Your Choice.

– Smart Front Builder: fills in common values for you.

https://docs.google.com/spreadsheets/d/1eLHJeGozw-c24uhjiUhIdR4h1oK8FPirc1kQh6DzfyI/edit?usp=sharing

The gauntlet community never failed me, so let’s try this one :)

The gauntlet community never failed me, so let’s try this one 🙂

The gauntlet community never failed me, so let’s try this one 🙂

Short version: Which game for Dragon ball Z fluid combat ?^^

Due to Xenoverse 2 and Dragon Ball Super, my mind go way back to the 90’s.

And I ponder again about running some  DragonBall sessions..

2 years ago I gm’d another Shonen Anime based game, by using slightly altered Abstract Dungeon and it was ok. A streamlined mechanic where you spend dice from your pool to bring down the opposition… Since every dice are rolled at the beginning of play

We could break down the fight in ‘good old rounds’ but deal with them in a blink of an eye without altering the Narration + Roleplay. At the time I declined Anima Prime and I  even considered altering Dogs in the Vineyard

This time I’d like to try something else that could handle Pvp aswell…

Any suggestion you fine people ? 🙂

Do you think it is necessary to separate safety tools like the X-Card or Lines & Veils from tools like Microscope’s…

Do you think it is necessary to separate safety tools like the X-Card or Lines & Veils from tools like Microscope’s…

Do you think it is necessary to separate safety tools like the X-Card or Lines & Veils from tools like Microscope’s Palette that manage focus, tone, genre, themes, and so on?

As an example, the X-card has traditionally been used to moderate unsafe content, but it can also be used to moderate boring content or content that just doesn’t fit. This is actually encouraged by John Stavropoulos to demystify and normalise it.

In my recent Apocalypse World Play by Post we used the Palette to establish the setting and themes. We banned zombies because we were not interested in them, but we did also ban violence against children.

A part of me wants to separate the two because feeling safe at the table is much more important than sticking to genre and they feel like very different conversations, but they are also similar issues that can be addressed with the same tools. Also, the palette is something you might use as a reference during the game and when you’re checking tone and genre a list of unsafe topics can be distracting.

The X-card on the other hand can be used for mundane reasons one moment and safety reasons the next and the two instances of use do not affect each other. I don’t think it’s necessary to make an X-card-equivalent for sticking to genre, but I do think it might be useful to do Lines & Veils separate to the Palette.

What do you think? Do you have good examples of tools that blur the line between managing safety and the mundane?

In one of The Gauntlet podcasts (somewhere between episode 18 through 22), our wonderful hosts talked about a game…

In one of The Gauntlet podcasts (somewhere between episode 18 through 22), our wonderful hosts talked about a game…

In one of The Gauntlet podcasts (somewhere between episode 18 through 22), our wonderful hosts talked about a game that used flashbacks as a mechanic.

If I remember correctly, the example they used was a character was breaking into something and succeeded on the roll. The player explained that his character knew the information because he had gotten a guard drunk a few nights earlier and gleaned what he knew he would need.

I liked the sound of the mechanic but forgot the name of the game they were discussing. Can anyone help me out and tell me what game it was?

Thank you! 🙂

Can we discuss character voices for a bit?

Can we discuss character voices for a bit?

Can we discuss character voices for a bit? Specifically, I have trouble maintaining consistent voices for NPCs (or when I’m playing, for my PC) across sessions. One of my players said that he finds a portrait from google images for each of his NPCs, and looks at it whenever that NPC comes into play. Does anyone have other suggestions on how to improve this skill set?

Do we need a new name for games that look like role playing games; but are instead games about building worlds, or…

Do we need a new name for games that look like role playing games; but are instead games about building worlds, or…

Do we need a new name for games that look like role playing games; but are instead games about building worlds, or aspects of setting?

Microscope

Dialect

Kingdom

The Quiet Year

How to Host a Dungeon

etc

etc

If the answer might be yes, suggestions include:

World Building Games

Setting Builders