MC: Sean Nittner
Players: Alex Miller, Charles Stone, Meghan Miller and Brendan McGuigan
System: Dungeon World
I was really excited about running Dungeon World for Alex and Charles. Specifically because I had a good experience playing it with Shaun Hayworth and I hoped that maybe it would be THE system we ended up using to pick back up a D&D campaign
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Like we talked about your most interesting move was "Spout Lore" which was sufficiently diverse to do both of those, so I think was some success there. The game just needed more moves that were broad enough to cover all the actions the players wanted to take.
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As for the edge, yep, in retrospect I should have made the move Defy Danger and said if you make it he goes off, if not many other fun things could happen.
The lie was trick though. Because the thief didn't know if he had something he could offer the goblin, so he started making stuff up and lying... when he rolled a 7 (which he did) it was time to show what had, which he was lying about it's worth. Thinking on it more, when he couldn't I should have just said "he eyes you for a moment, pinches his nose at you and says "no gold, no bridge" and then cuts the rope bridge out from under you." It would have actually made for more fun from that point on.
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I would have had the player roll Defy Danger for this; 10+ the goblin goes flying.
DW tells players to be great heroes and is written as though they have the competence of their AW counterparts, but they don’t. So not only is it foddering a risk-averse play style, it is lying to the players and the MC.
I see what you're saying, but my experience is the opposite. I feel hyper-competent in DW and not in AW.
When the thief tried to make an offer to the goblin, but lied to him, I thought Parley was the move to use, but Parley assumes that you are offering something they want or ( ... )
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Your thoughts on DW very much mirror my own. I couldn't figure out what I did't like but it was something to do with the way the moves used in combat worked in play.
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