A selection of Dungeon World/Apocalypse World etc moves that I used in D&D tonight as my players fought these three monsters in some abandoned Dwarven mines...
Show signs of an approaching threat.
Separate them.
Capture Someone.
Show a downside to their equipment.
Disgorge something.
Attack in great numbers.
Showing posts with label Shattered Lands. Show all posts
Showing posts with label Shattered Lands. Show all posts
Tuesday, July 8, 2014
Saturday, July 5, 2014
In the Lair of the Ginger Giant: Antagonist Relations Podcast Episode 4 - Planescape Making You Jelly
(Art of Winfred as a never-nude by the talented Heidi Blunt, former player of Kit Clovertail)
Wednesday, February 19, 2014
Five Type V Lessons for Running Type IV Combat
I had been thinking about writing a post about how running Apocalypse World has inspired me to run all of my games with as little preparation before the game and as much prep done during the game as possible, but that hasn't quite come together in my head. What I did realize, while thinking about some of it and the D&D Type IV game that I played in last Saturday, is that running Type V D&D aka D&D Next aka 5th Edition has given me some ideas about running combat in Type IV D&D aka 4E aka 4th Edition.
Type V, Fool!
Sunday, February 2, 2014
In the Lair of the Ginger Giant: Antagonist Relations Podcast Episode One: Roll Initative
The inaugural episode of the new podcast I'm doing with Ben of Because In a Blog No One Can Here You Scream.
We discuss:
Listen and download here: In the Lair of the Ginger Giant: Antagonist Relations Podcast Episode One: Roll Initiative
Let us know if you have comments, feedback or are interested in being a guest to talk about running or playing in RPGs.
We discuss:
- Games we've played, run and want to play in the future.
- Ben's thoughts on D&D Next after playing in the weekend-long session I ran of White Plume Mountain in celebration of my 30th birthday.
- The Player Principles I outlined in my recent blog post: Principled Playing
- And answered some listener questions to "Dear Dungeon Master"
Listen and download here: In the Lair of the Ginger Giant: Antagonist Relations Podcast Episode One: Roll Initiative
Let us know if you have comments, feedback or are interested in being a guest to talk about running or playing in RPGs.
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.
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