Can anyone point me in the right direction?

Can anyone point me in the right direction?

Can anyone point me in the right direction? Episode 10 of Discern Realities mentioned a play aids section of the community – particularly in reference to some resources Tim B. created to aid with running Dungeon World play by posts. I had a pretty good look around, but can’t seem to find hide nor hair.. I also suck at looking for stuff though! Thankyou! ~ Lu

P.S. Bonus weird cute dwarve I doodled…

Updates to my real-time-watch-everyone-roll-and-move-things-around online dice rolling app Roll For Your Party:

Updates to my real-time-watch-everyone-roll-and-move-things-around online dice rolling app Roll For Your Party:

Updates to my real-time-watch-everyone-roll-and-move-things-around online dice rolling app Roll For Your Party:

* Now supports open (ie not hidden) playing card draws (no jokers though)

* Safety Tools! Buttons for using John Stavropoulos​’ X-Card and Brie Sheldon​’s Script Change tools

* Double click already rolled dice to reroll them

* Set a background image (great for maps or play mats)

* See totals of last rolled dice and of all dice on the table

SO iv been playing and running in a lot of Trad games.

SO iv been playing and running in a lot of Trad games.

SO iv been playing and running in a lot of Trad games. I thing iv noticed is that the PC no matter how long they have been working with each other never form in game friend ships. They work together and synergize in combat etc. But they don’t care about each other. A long time PC could die in in a gruesome way in front of the other PCs would be like “shit. We need a new front line fighter”

I want to pull in a mechanic that encourages PC to bond and give a fuck about each other. Any good games I could ripoff for this?

I want to get some feedback about a move for my next issue of Sword Breaker.

I want to get some feedback about a move for my next issue of Sword Breaker.

I want to get some feedback about a move for my next issue of Sword Breaker. The theme for the issue is Thundarr-esque, post-apocalyptic, mutants and magic. I want to embrace the outlandish aspects of the setting.

This move is intended to reflect the risky fun of starting up a mysterious vehicle and trying to pilot/drive it. I think it would be boring for the machine to never get moving so I’m starting with action and making the danger/failure be about what happens next. How can I improve this move?

When you operate a vehicle that is new to you, roll+INT

On a 10+ You get the machine moving at a high rate of speed and figure out how to control it.

On a 7-9 You get the machine moving at a high rate of speed and choose 2

* You understand how to slow down and stop

* You are able to avoid crashing immediately

* You don’t damage the engine

Has anybody tried running Dungeon World stuff with other PbtA systems?

Has anybody tried running Dungeon World stuff with other PbtA systems?

Has anybody tried running Dungeon World stuff with other PbtA systems? Like, I’ve got a bunch of DW starters/setting materials that I’d like to use with my daughter, but for some reason the direction the DW moves push you doesn’t really do it for me (probably the emphasis on combat), so I was thinking of running DW material with Legend of the Elements. On first glance that doesn’t seem particularly difficult, but am I missing some potential stumbling points?

What fiction is Urban Shadows trying to emulate, exactly?

What fiction is Urban Shadows trying to emulate, exactly?

What fiction is Urban Shadows trying to emulate, exactly? I’m trying to understand what the game is but failing. I can easily see what Masks, DW, MOTW, The Veil, and the Warren are emulating but this game eludes me.

I’m having an issue in my current campaign that I wanted to share with the community to see if anyone else has…

I’m having an issue in my current campaign that I wanted to share with the community to see if anyone else has…

I’m having an issue in my current campaign that I wanted to share with the community to see if anyone else has experienced something similar.

When I started out GMing, I did a lot more prep than I do now. Part of that is probably that I’ve grown more confident as a GM, and part is the influence of games like Fate and PbtA that introduced me to lighter prep methods.

Now I’ve started running a Dragon Age campaign, which is a bit more trad-style to an extent (maps and minis, NPCs have stats, etc), and I find myself trying to re-learn how to prep all over again. I’m not even sure if the campaign actually requires a different prep style, or if I just feel like it should.

Has anyone else experience this feeling of having to re-learn how to GM when switching from running indie games to something a bit more trad-style? If so, do you have any advice on how to re-adjust, or if it’s even necessary?

I’m gearing up to run Breakers as a multiple-session series next week, and I know some folks on here have run it…

I’m gearing up to run Breakers as a multiple-session series next week, and I know some folks on here have run it…

I’m gearing up to run Breakers as a multiple-session series next week, and I know some folks on here have run it relatively recently – anyone have suggestions for good dungeons to link to through a Break, or just neat set pieces you’ve used in your own sessions?

When you’re starting either a one-shot or a new campaign, what are the things you always want to be sure you capture…

When you’re starting either a one-shot or a new campaign, what are the things you always want to be sure you capture…

When you’re starting either a one-shot or a new campaign, what are the things you always want to be sure you capture about your new world? What features and details do you think are most important to establish to get the game off of the ground?