I’m running a short Sagas of the Icelanders campaign at the mo, and I’ve noticed a problem with the female moves.

I’m running a short Sagas of the Icelanders campaign at the mo, and I’ve noticed a problem with the female moves.

I’m running a short Sagas of the Icelanders campaign at the mo, and I’ve noticed a problem with the female moves. Two out of four of them (Raise your Voice and Talk Sense and Entice a Man) have their only mechanical effect (besides risking an MC move) as a bonus/penalty to a roll. Which means that, mechanically speaking, they don’t affect NPCs at all.

This leaves women, who in theory are good at achieving results by talking and working through others, with exactly one tool to get an NPC to do what they want: Goad a Man to Action. (The fourth and final move is Lie with a Man to Conceive a Child, which is interesting but rather specialised, not to mention infrequent use.)

They are at their most powerful when influencing male PCs, therefore. So what do you do if your game has very few such characters? (Or maybe none?)

In our case we have one Godar (not sure how to do the funky nordic characters here, sorry), and that’s the only man. He’s quite old and not that physically ept. So what I perceive as the normal model, of men going off and doing physical deeds or falling out with each other, and the women kind of herding cats to stop them from getting killed, doesn’t seem to work so well here.

In this situation it feels a bit like the engine of the system has lost all its friction. The parts are still there, but they’re not engaging with each other, and I’m forced to fall back on MC moves, which is kind of exhausting, or fudging the two PC-oriented moves to work on NPCs as well, which feels like it’s probably not how things are meant to work.

Anyone come up against this? Any advice?

It is probable that I shall soon have to run Dungeon World for the first time, having read it through once and…

It is probable that I shall soon have to run Dungeon World for the first time, having read it through once and…

It is probable that I shall soon have to run Dungeon World for the first time, having read it through once and played it once. Obvs, I’m going to read it again.

Anyway, this may be a stupid question that I could perfectly well get from the book, but – do you actually have dungeon maps in dungeon world? I mean, do you plan out the detail of places the players might go, and stuff they might encounter, like you would with D&D? Or do you just sort of come up with a bunch of things they might come up against and then throw them in as needed, making up the detailed geography as you go, like you would (well, like I would) in Apocalypse World?

Anything else I should know about prepping and running DW?

Handling widespread injury

Handling widespread injury

Handling widespread injury

What do you do when your airwomen are mostly out of commission? The book says play will naturally gravitate towards the base, but so many of the moves seem predicated on the 24-hour cycle that I’m wondering quite how it will work if there’s no mission coming up.

Do you continue to play the cycle but without the missions, or just cover a few highlights from each day until they’re healed up? What do you do if there’s one odd woman out who isn’t injured? Any tips for how to make sessions sing during this period?

I’m about to start running a game at my local club, and two options have equal interest from the potential players:…

I’m about to start running a game at my local club, and two options have equal interest from the potential players:…

I’m about to start running a game at my local club, and two options have equal interest from the potential players: Apocalypse World and Masks.

I’m having trouble deciding, so please help me out by enthusing about your favourite things about either or both of these games. Hopefully this will in turn enthuse me, which is good in itself and might also help me decide.

Reach Out and Marks

Reach Out and Marks

Reach Out and Marks

Re-reading Night Witches ahead of an upcoming campaign, I see that Reach Out is listed amongst the ways you can get Marked. In the list, it says you can voluntarily take a Mark when Reaching Out, and that you might do so to free up a Regard slot. Only, the Move doesn’t say anything about Marks.

So… what’s the deal there, then?

The Nova

The Nova

The Nova

I’ve been reading the pre-release stuff and mostly getting pretty excited about it. However, I’m puzzled about the Nova (which is worrying, because I know one of my likely first player group wants to play it).

The book says the Nova “can’t do it [ie wield their powers] without paying a high price” and is “heavily tied up in their own head”. The thing is, I can’t see anything about that in the playbook. There’s some references to past collateral damage, and an assertion in the summary text that “other people get hurt” but the mechanics themselves don’t seem to support that.

Looking at the MC moves, I see I’ve got access to “make their powers flare out of control” and “reveal the terrible truth about their powers”. Is that the bit I’m missing above? Is it a case of using these moves when they roll a 6 or less? If so, I have to say, it would be nice if those moves were included in the playbook, since they’re so key to understanding how the Nova works. If not… I’m stumped.