Friday, January 24, 2014

Principled Playing

I got Apocalypse World and Dungeon World through the Bundle of Holding back in November and since then I have been in love with them, especially the advice they provide for GM'ing games. Setting aside the idea of Fronts, which are excellent (see Sly Flourish for a nice concise article about how they could be hacked into D&D) what I'm most excited about working into the games I run are the Principles. Now for both Apocalypse World and Dungeon World, the Principles are there to tell the GM explicitly how to run the game. The game designers are pretty explicit that they think the game's other rules will run best and after running Apocalypse World on Sunday, I think in their original games they do just that. But if you take them out of their original games, they work fantastically as well focused general GM advice. Let's take the Principles of Dungeon World that I'm trying to incorporate, more or less intact, into both of my D&D Next campaigns.


Apparently I was tricked into podcasting... but the joke's on the Ginger Giant because I have schemes now... You can go check it out here: We discuss a recent 4E D&D game as well as the first Apocalypse World game I've had the pleasure of running.

Post-Apocalyptic Names

As I'm prepping to run a Godless mini-campaign, I wanted to have a good post-apocalyptic name table to draw from. The Apocalypse World...