The latest Discern Realities podcast mentioned The Menagerie of Minor Magic ( http://dwdstudios.com/node/9158 ) -…

The latest Discern Realities podcast mentioned The Menagerie of Minor Magic ( http://dwdstudios.com/node/9158 ) -…

The latest Discern Realities podcast mentioned The Menagerie of Minor Magic ( http://dwdstudios.com/node/9158 ) – I’ve read through the items and adore many of them. Would happily pick from them when a minor magic item is needed.

As a relatively inexperienced GM , I wonder how to reveal the properties of such items to players/characters when they discover them. Spout Lore seems like the obvious method, but what are some other ways to justify conveying the information?

Do players enjoy discovering things by trial and error based on the description and any context available? I imagine this could suck if it’s a single-use item…

http://dwdstudios.com/node/9158

Uggh…minor gripe, but it kind of irks me when someone wants to promote their RPG project on one of our shows…

Uggh…minor gripe, but it kind of irks me when someone wants to promote their RPG project on one of our shows…

Uggh…minor gripe, but it kind of irks me when someone wants to promote their RPG project on one of our shows (which we don’t even do, as a listener would know) and they don’t send a personalized email. That is just…not how I roll.

In defense of bonds:

In defense of bonds:

In defense of bonds:

I think we all agree that one of the biggest problems with bonds is the amorphous concept of resolving bonds. What does this even mean!?!

I think the core problem is that many default playbook bonds provide a poor example. Some examples from Dungeon Planet’s Mutant:

Grig has been a friend to me when

others were prejudiced.

Anton will help me create a new mutant civilization.

There is no clear way to resolve these, unless maybe Grig and Anton recant their kindness. With these as samples, it is no wonder when new players reach the point of creating new bonds, they might go astray.

From a few Reddit posts on the topic and my own experience, I think that a good bond follows this formula:

“[Belief about another player]. [Future short term goal based on that belief]”

An example from the Dungeon Planet Technician:

Anton is distrustful of machines. I will prove their value.

With this formula, resolution becomes much more concrete.

A bond is resolved when:

1. Your character no longer holds the belief;

2. Your character accomplishes the goal; or

3. Your character no longer wants to accomplish the goal.

Don’t get me wrong…I like flags but:

I believe that bonds can be great tools. I must prove that bonds still have a place at your table too.

When using flags in Dungeon World, how do you handle the Aid/Interfere move?

When using flags in Dungeon World, how do you handle the Aid/Interfere move?

When using flags in Dungeon World, how do you handle the Aid/Interfere move? I’ve been having my players justify a stat and roll like defy danger. This leads to lots of +2 and +3 aid rolls. Maybe this isn’t a bad thing?

I have another little Dungeon World hack to share.

I have another little Dungeon World hack to share.

I have another little Dungeon World hack to share. I’ve found that one of my favorite things about GMing Dungeon World is the amount of narrative control I can give to my players. My least favorite thing is repeatedly coming up with creative options on 7-9 results for defy danger. Partially inspired by the way that the FFG Edge of the Empire system allows players to spend advantage and threat, here is an attempt to solve my least favorite part of the game with my favorite part of the game.

Defy Danger

When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll. If you do it

by powering through, +Str

by getting out of the way or acting fast, +Dex

by enduring, +Con

with quick thinking, +Int

through mental fortitude, +Wis

using charm and social grace, +Cha

✴On a 7+, you do what you set out to and the specific threat or calamity doesn’t come to bear.

✴On a 7–9, also describe how the situation worsens for your character, the party, or the world. If the GM is impressed by your creative masochism, mark XP.

Any thoughts on how to improve this? I included the XP carrot to incentivize players to really embrace the bad, but maybe it isn’t necessary.

Here is a quick hack I put together to replace STATS with 13th Age Backgrounds.

Here is a quick hack I put together to replace STATS with 13th Age Backgrounds.

Here is a quick hack I put together to replace STATS with 13th Age Backgrounds. This should work for any PbtA game. I’d love your thoughts.

13TH AGE BACKGROUNDS IN PBTA

When you create your character, ignore STATS and instead create a primary BACKGROUND and a secondary BACKGROUND. If one of your attributes (HP, encumbrance, etc.) is derived from a STAT, set that attribute to an average value for the PbtA game you are playing.

You may make your BACKGROUNDS as vague, specific, elaborate, or simple as you wish. “Scholar” is as viable as “disgraced head librarian at the Emperor’s library”

– Your primary BACKGROUND should probably relate to your class in some way, but:

—– Don’t choose Wizard. Choose “former instructor at the Greygull school of magic” or “untrained magical prodigy”

—– Don’t choose Fighter. Choose “Imperial guardsman” or “escaped the gladiator pits of Karkrannen”

When a move asks you to roll +STAT, instead roll +BACKGROUND.

When you roll +BACKGROUND, briefly and convincingly describe how one of your backgrounds has prepared you for the task at hand, then:

– If your primary BACKGROUND applies, roll +2

– If your secondary BACKGROUND applies, roll +1

– If neither your primary or secondary BACKGROUND applies, roll -1

When you would otherwise gain a temporary condition, instead add a fictionally appropriate temporary BACKGROUND. Take -1 ongoing to any task that would be hampered by one or more of your temporary BACKGROUNDS.

—–Examples would include “shaky” “sickly” etc.

For more advice on writing great backgrounds see: http://adam.legendary.org/thoughts/13th-age-backgrounds/

I’m looking for a nice list of names (people and corps) I could use for The Sprawl.

I’m looking for a nice list of names (people and corps) I could use for The Sprawl.

I’m looking for a nice list of names (people and corps) I could use for The Sprawl. I was hoping there’d be some in the story game names project but no luck….

This popped up on the DW subreddit and I thought I would share.

This popped up on the DW subreddit and I thought I would share.

This popped up on the DW subreddit and I thought I would share.

Menagerie of Minor Magic:

Free collection of 100 quirky little magic items. They are mostly system neutral or easily converted.

http://dwdstudios.com/node/9158

So, I’m not super experienced with PbtA, but I am super experienced with laziness.

So, I’m not super experienced with PbtA, but I am super experienced with laziness.

So, I’m not super experienced with PbtA, but I am super experienced with laziness. I seat-of-my-pants, hand-wave created a custom move for setting up an ambush because I wasn’t sure how to give my players some mechanical benefit for the planning they were starting to do fictionally… and to tell the truth, I didn’t want to sit through them debating ambush minutia all night that might end up going out the window once $#!+ hit the fan when I could start the combat right away and back load the ambush.

I had them decide who was the lynch pin of the plan and had that person roll+INT. The others could roll to aid if they committed to a stratagem that they would implement in the ambush. It mimicked Defend, except I let them spend the hold to do something cool/useful in the combat.

So I feel like I should actually formalize it. I have this so far, but would love some help to improve it:

When you spend time setting up plans for an ambush, roll+INT: on a 10+, Hold 3; on a 7-9, Hold 1. During the ambush, spend Hold 1 for 1 to pick one

**interrupt the fiction to tell how your plan mitigates a tight spot

**set up a ploy to automatically Defy Danger that takes advantage of the current situation

**retcon the fiction to allow you to trigger a move

Those were essentially the three things they did in general.

For the first, the Ranger was faux-tied up to the back of the Druid shape-shifted into a donkey. The ruse went sideways, and the Ranger who had just been stabbed and was about to get thrown to the side as the Druid took bear form spent a Hold to avoid the damage and neatly roll to her feet armed with her bow because they had practiced the dismount.

For the second, a group of brigands was marching into the trading post the party had agreed to defend, so their concealed pit trap at the fort’s entrance automatically worked instead of them needing to roll Defy Danger.

For the third, the Ranger wanted to Call a Shot instead of just Volley but the brigands had already noticed their companions in trouble and were looking around warily as they advanced, so she spent Hold to say that she timed some rapid, precise shots to go off as the bandits’ horses and wagon collapsed into the pit so she would have had surprise.

Thoughts on wording? On if I let them get away with too much?