20 September 2013

Dungeon World Tomorrow! And: Playing Orcs


Dungeon World

I almost feel guilty about being this excited for it. It's such a brilliant game, exploding with enthusiasm and ideas and fun. Everybody, from the guy that usually sits in the back and watches, to the guy who's all about rules and structure, everybody loves it, and it feels great. The way that everybody contributes equally, and the way that you can (and are encouraged to) pick on characters and draw them in with the fiction is great.

They're currently in a giant's tower that's sticking partially out of the snow. I can't remember what they decided it was, but for some reason my notes include the word "courthouse"? Maybe some sort of civic building constructed by giants, or maybe a temple to some sort of lawgiving deity? It doesn't really matter, because the giants are long since dead, and the only thing that's left is a small horde of skeletons (which fused into one giant skeleton due to the slightly bungled attempt at disenchanting them by the Bard, read more about it two posts back or so), some of your typical dungeon denizens (rats, mimics, you know, whatever), and who knows what else.

It'd be fun if the courthouse tower/dungeon opened up into a sort of labyrinth (and I even have some dungeons generated and waiting on the wings), but maybe something more exciting is in order?

Gotta write up some Fronts and some Dungeon and Monster moves to use on them next session. Probably gonna do a couple of writeups about the Giant Skeleton and the Mimic, so that when this session wraps up, I can tie it together in a nice module-sized PDF, clean up the rough edges, fluff out some cool ideas, and then put it here. Mostly for my own benefit, you understand.

Should be a good time. This game is great. I can't say enough good things about it.



Dark Heresy


It's going to be weird to be going back to Dark Heresy. I've been running it as a detective game, and it's been rough. I've never done it before, and it's frustrating because the powers that they're up against are clever and mysterious and it's difficult to get the right balance of "damn these guys are good" with a sense of movement- because when they run out of clues, the only thing that's going to happen is that the bad guys are going to start winning. Which is actually kind of alright, now that I type it out in front of me, because their plans are pretty sinister and noticeable. If the players screw up badly enough, it'll be time for running and gunning. Heh, heh, heh...

Don't wanna spoil the surprise, so I'll leave it at that.

Lemme wrap this up with something I'd intended to post yesterday but ran out of ideas before I could: the Dungeon World Orcs. You remember, the ones from an ancient fallen civilization from another continent, you remember, cmonnnnnn it was just yesterday! Go read it again, then come back here for some rules.

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