I have one! I was going to wait to post them because it will be such a long, long, time before the next session. But here you go:
Cinder Session #1 - Meervold & Hvitr's Horn
Box
Well the session of Dungeon World went really well. Four new players, perfect amount, and I had a little familiarity with the rules and combat from prior practice. A lot of the beginning part was setting up character sheets and all that. I had wanted it done ahead of time, but players have lives and kids and whatnot, so we had to do a lot of that session zero.
They got all the way to the forsaken plateau and ruined monastery and fought flaming skeletons and flying flame skulls. We just need more practice to get into the ebb and flow of combat (and consequences of failed rolls and I have to introduce a move and grant XP) but all in all we really enjoyed it.
The only drawback is we can only play once a month due to them being in lots of other games. But I had a bunch planned so the second session is kinda done, but I have a month to tweak it![]()
I have one! I was going to wait to post them because it will be such a long, long, time before the next session. But here you go:
Cinder Session #1 - Meervold & Hvitr's Horn
Box
Thank you.Ok, LOVE all the maps. Great stuff.
No, they're very experienced players and 2 DM regularly.Don't sweat the Tavern beginning. It's classic, it's tropy, it probably helped your players get comfortable (wait,did you say they were completely new to RPGs? Or just to DW?)
You note in your last paragraph that the impulse is to default to D&Disms - THIS IS TRUE! In particular for me it was "roll Discern Realities" when I would have normally called for a Perception or Investigation check or referred to Passive Perception. Don't do thisDiscern Realities is triggered when a PC studies a situation or person very carefully. Wait for them to tell you what they are doing, and if what they are doing is studying a situation or person very carefully, then the DR move triggers. A lot of time, if they would normally find something by studying it carefully, I just tell them that normal thing. But DR gives them that special thing; and it often was the envelope that delivered new awesome into my games.
Thank you.
No, they're very experienced players and 2 DM regularly.
Yes, Discern Realities came up once or twice and kinda through me off. I think it is like in D&D, if there's no penalty for failure just let it succeed. Too often players (and DMs for that matter) ask for unnecessary rolls where success or failure is arbitrary and just wasting time. I think people often feel like they need to roll because it is listed clearly on their sheet and rolling high means succeeding.
Thank you for the advice.
Edit: The thief character wanted to retrieve one of his three throwing daggers after the fight after he had picked "lose one ammunition" as a penalty for a 7-9. I told him no, it's gone. If you didn't lose ammunition and immediately retrieved it then there is no consequence of your choice.