![]() ![]() The question system is weird (compared to a more "normal" rpg like DnD I mean), and it's weird from both a player's and a GM's perspective. But my players come up with weird reasons (or reasons I disagree with) ![]() Over time, you will come to an understanding about what counts as "memorable" treasure for your group and what does not. Everything in between? You and your group have to decide. Looting the legendary "Tooth of Time" from a dragon's hoard? Absolutely. Looting a few coins from a bandits corpse? Probably not. There was no "looting" involved, and it has to be memorable too. The question is "Did we loot a memorable treasure?". That's how we found the treasure of music (treasure can be anything the characters value) Did the group gain xp for that? You bet! We all agreed that they earned it. Those were basically two actions, and they were all it took. My group once fought a dragon, which was dangerous, but they were clever and lucky in approaching it, and then the fight was over after the cleric cast a spell to cut off its wing, duplicated it because of a good roll (thus cutting of both wings), the dragon crashing to the ground and the ranger shooting a few arrows in its eyes and throat. Players come up with unexpected and creative solutions for stuff, in Dungeon World even more so than e.g. Was this Bear-Owl a notable foe? If yes, it does not matter if it was easy to get rid of in the end. The question is "Did we overcome a notable monster or enemy?". The question does not say anything about rare (or weak) enemies though. We scared it by blowing a horn (defeat weak but rare enemy) That's for you and your group to decide together. Finding out that grass is actually green in hell, after you heard all campaign that it would be black, burned and poisonous, might qualify though. Simply finding out that grass is green in this world too is not enough. It has to be both new and important though. One of the most important things about Dungeon World is "play to find out what happens" after all. Rarely does a session go by where you don't learn something new about the world. This question should basically be answered with yes almost all the time, in my experience. That is a perfect answer to the question "Did we learn something new and important about the world?". "I found a bear-owl, so I found out bear-owls exist in this world (discover something) Let me go through your examples one by one: Still, there are two more things: The questions are more restrictive than you realize Where do these abilities come from? How do they work in your world? What does it mean for the inquisitor to be able to "smell guilt"? (Inquisitor is not a base class, I am using this example because it was a memorable one from my last 3 year long Dungeon World campaign that ended a few months ago). That's a good thing! You will have much to explore. Your players seem to want to get new abilities and levelups. All of this is a good thingĪt least kind of. If players want to keep their characters for longer, they need to level up more slowly. And this is non-negotiable, at least if you are playing by the rules (which, in Dungeon World, you really should.) This means that they will have to basically start over from 0 (well, they get to keep their attribute scores when switching to a new class). When you have enough XP to go to 11th level instead you choose one of these: Once you’ve reached 10th level things change a little. This is because of what happens when you reach level 11: They need more xp for each levelup, they roll a 6- less often (thus gaining less xp that way) and they might not actually want to earn xp that fast anyway. You will probably see that the players will start to accrue xp slower as they go on and level up. Getting xp fast is not actually in the player's interests (that much) That is a discussion you should have at your table. Thus, it depends entirely on your (whole) group for what you want to give out xp and for what you don't want to give it. That means that you and the others all have basically equal say in answering the questions, though you as a GM can't mark xp (which is fine, you should be a fan of the characters and thus basically you should want them to become stronger). Then answer these three questions as a group The End of Session move says the following: (emphasis mine) You say in your question that "the GM has to ask the players 3 questions". ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |