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  1. M

    GM fiat - an illustration

    Just going to fire off some thoughts/clarifications/rejoinders as we have a pretty significant amount of daylight between us: ON RANDOMNESS: I'm going to tag @thefutilist here rather than replying to his post to me as some of what I'm saying here engages with his response. Though my post you...
  2. M

    Neverwinter World; a Dungeon World Playset

    A mile hike following the tributary down the thirty degree slope empties into a vast river drainage basin with fir trees lining the reservoir's shores on all sides. At the mouth of the reservoir there are signs of a fixed, ruined campsite that would have predated the apocalypse and those it...
  3. M

    Neverwinter World; a Dungeon World Playset

    How do the pair of you take up the small plant? What do you use as a planter? What is your source of soil? The skeletal wolf so animated does not collapse again into a pile of old bones when the undead plant mass perishes by inundating tide. It stands near the copse of trees…still like a...
  4. M

    GM fiat - an illustration

    As an aside, for whatever reason, this didn't come up in my mentions. Headscratcher. I think we're on the same page here. What you've written above is pretty much where I land. However, what I would say is the following: * A game that features challenge-based priorities as its apex...
  5. M

    GM fiat - an illustration

    I'd say in the context of the long arc of TTRPG history, (#1) it (the bolded) means more than that. Or at least, despite the reality that you can reduce fiat to that, within the scope of TTRPGs, and in particular the "GM Decides/Golden Rule/For the Good of the Story" zeitgeist of the late 80s...
  6. M

    GM fiat - an illustration

    The impact on play (for each participant) is much more significant than you're imagining. Let us take the typical deployment of Alarm so that we've got an analogous situation. TORCHBEARER * We know exactly how Aetherial Premonition (Alarm-equivalent) will structurally impact play. This is...
  7. M

    Neverwinter World; a Dungeon World Playset

    As Twyll heads out of the profane (soon to be purified) copse and into the safety of the surging water, the terrible undead plant mass sees its undoing before it. Yet rather than retreating from the tidal waters to the section of the gulley that isn't fully immersed, its malicious and covetous...
  8. M

    Neverwinter World; a Dungeon World Playset

    PRITCHARD SPOUT LORE INTERESTING RESULT The treeline that is within the haunted copse has been slowly consumed over time by the undead deep within. Once upon a time, the river's breadth was considerably more vast than it is now. The gulley is only covered in very small part by the winding...
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    1740577899259.png

  10. M

    Different philosophies concerning Rules Heavy and Rule Light RPGs.

    Quick pile of words for AW (and derivative) with respect to rules-light and rules-heavy. The fundamental procedures of GMing these games are that you (i) frame your situations with soft moves which (a) represent the interests and facilities of characters/world while (b) presenting...
  11. M

    Neverwinter World; a Dungeon World Playset

    GM MOVE FOR ^: Readying itself for a meal of meat and lifeforce, foul-smelling digestive juices fountain forth from the Deathborne Shambling Mound, covering TWYLL's area near the bank, some 6-7 paces from the haunted copse that is the Shambler's lair. What do you do @Nephis ? * Accept the...
  12. M

    Neverwinter World; a Dungeon World Playset

    Standing atop the high embankment, looking down at this possible place of rest, PRITCHARD asks his companion, “Do you think this might be the spot? Water. An ample bank at which to rest their weary bones, unaware of the coming conflagration.” But TWYLL does not respond, though she scans the...
  13. M

    Neverwinter World; a Dungeon World Playset

    Metacommentary x 2 first: 1) Regarding the offscreen soft move just recently made above. 2) Concretizing the thematic premise and resolution necessaries) of the immediately following conflict. Before we leave Ruined Thundertree's Common House and "fast travel" (we've just successfully...
  14. M

    Don’t reinvent the wheel, being well versed in different RPGs

    You've already got several responses (some from people I've GMed Blades games for) regarding the above which you've interacted with, so I don't know I can do much more work here to elaborate on the points expressed. Here is what I'll say regarding what I've bolded of your text above. These...
  15. M

    Neverwinter World; a Dungeon World Playset

    Player's mullings and a move in light of the above situation-cascade: A closer look at the profane altar reveals some subtleties that will be missed by the untrained eye; an interwoven blade cleaving the top of a horned head.There is a very small and exclusive sect of oathbound crusaders in...
  16. M

    What is the MOST IMPORTANT skill for a GM to have?

    The most important skill for a GM to have is to understand, at a high level, the nature of play premise and gameplay decisions of the particular game they're running. Then use that high level understanding to generate consistent, and consistently compelling, situations and decision-points for...
  17. M

    Neverwinter World; a Dungeon World Playset

    THE RIVER CROSSING Despite Neverwinter River's extraordinary warmth due to the high magma chamber below, getting soaked at this altitude in the fall is asking for exposure and hypothermia. The river spans some twenty meters across at the shortest with a stretch of relatively quick moving...
  18. M

    Neverwinter World; a Dungeon World Playset

    ORDER OF OPERATIONS FOR UNDERTAKE A PERILOUS JOURNEY: 1) Chart your course. * Option 1 is a straight shot along the precarious drop of the ridge line that falls away to the north. It is easily the most direct route but works far enough away from the waters of Neverwinter River that its heat...
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    1738136974979.png

  20. M

    Any Forged in the Dark tips and pointers for an upcoming campaign?

    @innerdude , alright, just a few focused thoughts for you: * Make sure that the players have a very open, very focused meta-conversation about what Errand they're interested in tackling for the evening. If handling this in character makes it obtuse and bogs play, then just no. Handle it in...
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