Last weekend I ran a Dungeon World adaptation of The Forest of Doom, a classic Fighting Fantasy gamebook (choose…

Last weekend I ran a Dungeon World adaptation of The Forest of Doom, a classic Fighting Fantasy gamebook (choose…

Last weekend I ran a Dungeon World adaptation of The Forest of Doom, a classic Fighting Fantasy gamebook (choose your own adventure), and wrote up my prep notes to a usable state. Blog post with the link is here: https://burnafterrunningrpg.com/2018/02/27/the-forest-of-doom-a-dungeon-world-one-shot/

https://burnafterrunningrpg.com/2018/02/27/the-forest-of-doom-a-dungeon-world-one-shot/

So AW and many PbtA games have playbook advances that include “take a move from another archetype”

So AW and many PbtA games have playbook advances that include “take a move from another archetype”

So AW and many PbtA games have playbook advances that include “take a move from another archetype”

The thought being, once the character is established, one of the directions it can grow is outward, expanding or changing its focus.

An event in one of my recent games made me realize another, admittedly wonky, way of allowing the character to expand in a new direction:

*Take a basic move from another PbtA game.

Thoughts?

So I am 4 sessions into running my first Apocalypse World game.

So I am 4 sessions into running my first Apocalypse World game.

So I am 4 sessions into running my first Apocalypse World game. And I am loving it. I have introduced custom move that I created for a player whose character is 1 of a set of triplets who said that they are no longer together because trouble always showed up when they were together. It has worked well so far but I am thinking of ways it might change going forward. Here’s the move (it worked well but any advice or other possible effects would be welcome) :

Dammit Storm: The storms come when the Dammit sisters are together. Roll + number of sisters. on a 10+ hold 1 , on a 7-9 hold 2 on 6- hold 3 :

– You have time to prepare

– The storm is localized.

– The storm passes quickly.

– No one suffers Psychic harm

What a Tangled Web We Weave

What a Tangled Web We Weave

What a Tangled Web We Weave

I’m just going over the current draft of Troublemakers again and had a thought about one of the basic moves. Currently, the tell a lie move is an open invitation to create a never-ending pit of lies: if you don’t take the “They drop it for now” option, then you will be asked more questions about the subject, inviting you to create more lies and so on. That’s actually a pretty good model of a child lying to adults, but could be a bit of an issue in play: do you keep rolling to tell a lie until you get a 10+ or a miss?

I’m considering a change to it, whereby on a 10+, they accept your story at face value, but on a 7-9, you have to choose between a) providing some evidence or getting someone to back you up before they believe you or b) you admit that they caught you in a lie but you take -1 trouble for owning up! I like the tempting deal offered there, especially as it could mean betraying the other kids to save your own neck, naturally triggering a falling out with them.

What do other people think?

I’m a little confused about the lifestyle and gigs at the start of play section.

I’m a little confused about the lifestyle and gigs at the start of play section.

I’m a little confused about the lifestyle and gigs at the start of play section.

At the beginning of the first session, have everyone make the lifestyle move, but tell them that in session one they have to pay 1-barter.

So they can’t choose not to pay?

Can they choose to pay 2?

I’m thinking of writing my own AW Playbooks for a fantasy setting, including character creation choices for ‘why you…

I’m thinking of writing my own AW Playbooks for a fantasy setting, including character creation choices for ‘why you…

I’m thinking of writing my own AW Playbooks for a fantasy setting, including character creation choices for ‘why you adventure’ tied to Hx and the place they come from. I was thinking off trying it with some DnD adventures.

1) Is there advice around on writing your own AW Playbooks?

2) Has anyone taken AW and tried to run a DnD module with it (with fantasy playbooks)?

Basically, I like DW but I love AW more.

How do you MC your game?

How do you MC your game?

How do you MC your game?

Hi everyone, looking for a bit of help. I am quite new to PbtA, currently running my eighth or ninth session of Apocalypse World for a group of relaxed friends who have never played before either.

I like the system so far but I find that the moves are so specific, each player needs to have a moves list in front of them so that they can read the rules for whatever they are attempting to do. i had to print off extra moves sheets to hand around so that everyone had a copy. is this necessary? is there any way to play PbtA other than spending half the night reading each move to decide how to progress?

for example, the players set a trap for an enemy. i remembered reading rules for setting traps and ‘if you’re the bait’ somewhere, so I ended up flicking through the rulebook to find out how to portray this situation, when all i wanted to do was have a player roll immediately. am i missing something? I find it difficult to maintain the moves snowball mentioned in the rulebook because I don’t know every individual move in my head and I can’t stop to read a list of them every time I need to respond to a player’s action. and then once a move is being made, that still needs reading to work out what the result of a dice roll will be. some games, all the players need is their character sheet… my experience so far is that Apocalypse World is not one of those games.

And sub question, what’s your style in general? do you tend to drop players into the middle of a situation and expand the story outwards or do you follow a more linear sequence of connected events? How do you create and maintain a moves snowball throughout active scenes?

The latest iteration of the moves for #NahualRPG. I now added the translation of the move name next to it, in gray.

The latest iteration of the moves for #NahualRPG. I now added the translation of the move name next to it, in gray.

The latest iteration of the moves for #NahualRPG. I now added the translation of the move name next to it, in gray.

Originally shared by Mike Espinoza (Azlath)

Here are the latest iteration of moves for #NahualRPG https://www.dropbox.com/s/bh2fyrb2601o7n2/Nahual-Moves-Beta41-eng.pdf?dl=0

https://www.dropbox.com/s/bh2fyrb2601o7n2/Nahual-Moves-Beta41-eng.pdf?dl=0

Edited: Question answered; feel free to move on

Edited: Question answered; feel free to move on

Edited: Question answered; feel free to move on

*AW seduce or manipulate question*

Hey folks, I’m confused by something. This is language from the move:

For PCs: on a 10+, both. On a 7–9, choose 1:

• If they go along with you, they mark experience.

• If they refuse, erase one of their stat highlights for the remainder of the session.

How can it be both if they’re mutually exclusive?

Last week, I relayed session 0 for an Apoclaypse World game I co-MC’d 6 years ago.

Last week, I relayed session 0 for an Apoclaypse World game I co-MC’d 6 years ago.

Last week, I relayed session 0 for an Apoclaypse World game I co-MC’d 6 years ago. We were down a participant. This week I want to briefly describe his character and some of the custom moves we added to the game.

http://www.noordinaryobsession.com/2018/02/21/space-world-spooks/