Posts Tagged ‘gaming’

I’ve been running Dungeon World for a few friends recently, and we played our second session on Friday. This meant that, in preparation for the session, I needed to write up a campaign front and an adventure front.

And as prep goes, the process was straightforward and evocative: I was able to easily come up with material that was fantastic (in content and possibly quality) and useful at the table. The importance of the latter bit cannot be overemphasized.

For example, I almost skipped the bit about coming up with custom moves. I mean, it was only our second session, right? But I went ahead and made three of them, and not only was it nowhere near as difficult as I’d feared, but all three got used. And damn, did they enhance the game.

Here they are, with some commentary on how they showed up in play.
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When you slay the goblin king and there are other goblins about, roll +STR or +CHA.

On a 7-9, pick one:

  • They flee.
  • Enough stay to give you three answers about the dungeon, but the others swear revenge.

On a 10+, they declare you their new king.

Our Fighter, Hawke, is now in fact the new Goblin King. After the adventure, hee rolled into town with a dozen of the little oddly loyal bastards in tow.

——-

When you are poisoned by the drow swordmaster, roll +CON.

On a 7-9, choose two:

  • You don’t take damage.
  • You don’t have to Defy Danger to take an action.
  • The damage from the poison doesn’t ramp up. (Starts at d4, caps at d10.)

On a 10+, you can either act normally and remain poisoned, or shake off the poison and choose one from the 7-9 list.

Both Hawke and Jack the Thief got poisoned, but luckily for them the drow was a cooling corpse by the time they needed to roll. Unfortunately for me, I misread my own 10+ result, and told Hawke to choose two, which makes no sense at all. Ah, well. Overall, though, I like this one, and will tuck it away in case they tangle with drow again.

——-

When you pick up the Vision of Io, you know its name. Roll +WIS.

On a 10+, you treat it as you would any highly valuable object.
On a 7-9, hold 3. Hold can be spent, one-for-one, to:

  • Let someone else handle the Vision.
  • Ignore one of the Vision’s commands.
  • Take +1 forward when following one of the Vision’s commands.

When you follow one of the Vision’s commands, mark XP and roll this again.

Jack snagged the Vision — a small crystal orb — and made her first roll, but unfortunately for her it gave a command that went with her own instincts: “Don’t tell anyone you have me.” She did so, which prompted another roll which she totally failed. Thus, she’s now hiding the thing from her party members, and the next command will be irresistible.

——-

I’m a bit disappointed that our Cleric, Blossom, didn’t get to interact with these. But then, she got a ton of information about the history of her religion, and she just openly declared her faith — and her willingness to help petitioners — to the entire artifact-fueled boomtown of Gnaw’s Edge. So I think everybody’s life will be interesting enough for at least a few more sessions.

And pretty much the entirety of the adventure front, and a good chunk of the campaign front, came out at the table. But in total, I’m sure it took me far less than an hour to write up both of them, and create Gnaw’s Edge using the Steading rules. (The town is so named because it’s built into the side of the crater that marks the ruins of a great Arkhosian city, destroyed in their war with Bael Turath. The crater is a mile wide, a mile deep, and is quite obviously a single, gigantic bite taken out of the surface of the planet. When the Turathi summoned a magical weapon of mass destruction, they did not fuck around.)

I’m loving this game.